In your example you're using requester chests, this does work when I test it as well.
I tested now with a section containing one filter, used in a requester chest and in a constant combinator.
In both the combinator and requester chest's "Change logistic group" dialog, it shows a count of 2 (being ...
Search found 34 matches
- Thu Jun 19, 2025 9:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.57] LuaForce::get_logistic_group() not populating "members"
- Replies: 4
- Views: 822
- Thu Jun 19, 2025 9:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.57] LuaForce::get_logistic_group() not populating "members"
- Replies: 4
- Views: 822
[2.0.57] LuaForce::get_logistic_group() not populating "members"
Testing out the new logistic group APIs added in 2.0.56, but testing on 2.0.57. Many thanks for adding this since it means being able to finally flesh out the remaining bits of my mod!
There seems to be an issue with the "members" field on the `LogisticGroup` table returned from `LuaForce::get ...
There seems to be an issue with the "members" field on the `LogisticGroup` table returned from `LuaForce::get ...
- Thu May 15, 2025 8:15 pm
- Forum: Implemented mod requests
- Topic: Display quality overlay on a sprite and sprite-button
- Replies: 8
- Views: 1265
Re: Display quality overlay on a sprite and sprite-button
It does match how it looks in the native/vanilla UI:
(Example from a constant combinator.)
(Example from a constant combinator.)
- Sun May 11, 2025 5:01 pm
- Forum: Implemented mod requests
- Topic: LogisticSection::set_slot is dangerous (easily crashes mods)
- Replies: 2
- Views: 523
Re: [2.0.43] LogisticSection::set_slot is dangerous (easily crashes mods)
I second this suggestion. Or maybe a built-in method to check for collisions rather than having to manually loop through all the filters (especially because there's some inconsistency with how existing filters and "to-be-set" filter/signal objects are defined).
- Sun May 11, 2025 2:04 pm
- Forum: Development tools
- Topic: Proposal: Publish JSON schema for mod's info.json on API Docs portal
- Replies: 4
- Views: 1402
Re: Proposal: Publish JSON schema for mod's info.json on API Docs portal
JSON schemas are useful for more than just editors, so suggesting an NPM package doesn't really do anything.
Thankfully, the repo for FMTK makes the actual schema files available: https://github.com/justarandomgeek/vscode-factoriomod-debug/tree/current/schema
So you should be able to use them like ...
Thankfully, the repo for FMTK makes the actual schema files available: https://github.com/justarandomgeek/vscode-factoriomod-debug/tree/current/schema
So you should be able to use them like ...
- Fri Apr 25, 2025 2:28 pm
- Forum: Modding interface requests
- Topic: Allow setting number on choose-elem-button
- Replies: 3
- Views: 481
Re: Allow setting number on choose-elem-button
There is no "choose elem and number" GUI/Widget for virtually any of the elem types.
Is this referring to the picker dialog shown to the user when clicking the button?
Getting that functionality would be very nice as well (because currently the one used by the game itself and the one available ...
- Wed Mar 26, 2025 7:26 am
- Forum: Implemented mod requests
- Topic: Add APIs to manage logistic groups
- Replies: 10
- Views: 1910
Re: Add APIs to manage logistic groups
Bumping this since it's been several months without a response. Got another bug report from a user confused about not being able to see their logistic groups in the edit window, understandably.
- Sat Feb 15, 2025 11:41 am
- Forum: Translations
- Topic: Incorrect capitalization of 'Extinct chimney Vent'
- Replies: 2
- Views: 1015
Re: Incorrect capitalization of 'Extinct chimney Vent'
I've raised it as an issue on Crowdin: https://crowdin.com/editor/factorio/200 ... able#69974
- Thu Dec 12, 2024 4:07 pm
- Forum: Modding interface requests
- Topic: [2.0.23] choose-elem-button doesn't show comparator or "any quality"
- Replies: 1
- Views: 360
[2.0.23] choose-elem-button doesn't show comparator or "any quality"
When setting the elem_value on a choose-elem-button to something that has the comparator field set, it won't show the comparator symbol (e.g. ">") on the button.
Similar issue when using a value that has neither comparator nor quality set (which means a filter for "any quality"), this doesn't show ...
Similar issue when using a value that has neither comparator nor quality set (which means a filter for "any quality"), this doesn't show ...
- Tue Dec 10, 2024 5:15 pm
- Forum: Ideas and Suggestions
- Topic: A way to convert icons back to text
- Replies: 3
- Views: 538
Re: A way to convert icons back to text
Emacs does this kind of thing in kind of a neat way: When the cursor is outside of the "special syntax" item, it is rendered, if the cursor moves inside it, it shows the raw source string.
But I imagine that kind of change would be quite major for the text system in Factorio so I don't suspect it ...
But I imagine that kind of change would be quite major for the text system in Factorio so I don't suspect it ...
- Fri Dec 06, 2024 8:22 pm
- Forum: Modding interface requests
- Topic: support "number" and "show_percent_for_small_numbers" on sprite as well
- Replies: 7
- Views: 677
Re: support "number" and "show_percent_for_small_numbers" on sprite as well
Of course, but a feature request to be able to have a better solution *in the future* would still be relevant.
- Fri Dec 06, 2024 5:55 pm
- Forum: Modding interface requests
- Topic: support "number" and "show_percent_for_small_numbers" on sprite as well
- Replies: 7
- Views: 677
Re: support "number" and "show_percent_for_small_numbers" on sprite as well
I guess you can fake it with styles, but still. Semantically still being a button when you just want a sprite feels very wrong.
(But then there's no doing UI in Factorio without having to apply a bunch of hacks already so that point might be moot.)
(But then there's no doing UI in Factorio without having to apply a bunch of hacks already so that point might be moot.)
- Fri Dec 06, 2024 5:44 pm
- Forum: Modding interface requests
- Topic: support "number" and "show_percent_for_small_numbers" on sprite as well
- Replies: 7
- Views: 677
Re: support "number" and "show_percent_for_small_numbers" on sprite as well
It would still look like a button which might not be desirable?
- Fri Dec 06, 2024 5:42 pm
- Forum: Modding interface requests
- Topic: support "ChooseLogisticsRequestAndTrashButton" in the lua API
- Replies: 1
- Views: 265
Re: support "ChooseLogisticsRequestAndTrashButton" in the lua API
There's a request to add the ability to set the number on choose-elem-button here: viewtopic.php?f=28&t=122750
- Mon Dec 02, 2024 11:57 pm
- Forum: Modding interface requests
- Topic: Event when entity is pasted using Ctrl+C Ctrl+V
- Replies: 1
- Views: 259
Event when entity is pasted using Ctrl+C Ctrl+V
Currently, if you have something like a custom constant combinator prototype, and a user copies an existing one with Ctrl+C and then pastes over another entity of the same type with Ctrl+V (blue highlight meaning it will replace/merge on the target entity), there doesn't seem to be any kind of event ...
- Wed Nov 27, 2024 10:25 pm
- Forum: Modding interface requests
- Topic: [2.x] Add field for name of logistic network
- Replies: 3
- Views: 467
Re: [2.x] Add field for name of logistic network
What do you mean by the name of the network?
Sections do have names, and that is accessible in LuaLogisticSection.group, but I didn't think logistic networks as a whole could have names.
If you open the "Logistic networks" view (default hotkey "L" or use the button with the square and "WiFi ...
- Tue Nov 26, 2024 2:59 am
- Forum: Modding interface requests
- Topic: elem_filters for type=signal choose-elem-button
- Replies: 3
- Views: 1773
Re: elem_filters for type=signal choose-elem-button
Are there any updates on any chance of getting support for hiding "everything", "anything", and "each"?
Currently I still have to have a workaround in my mod when a player selects one of those three, displaying an error message to the chat instead of just being able to not make those selectable.
Currently I still have to have a workaround in my mod when a player selects one of those three, displaying an error message to the chat instead of just being able to not make those selectable.
- Sun Nov 24, 2024 3:01 pm
- Forum: Modding interface requests
- Topic: Allow setting number on choose-elem-button
- Replies: 3
- Views: 481
Allow setting number on choose-elem-button
Currently there is no way to display a number/label on a choose-elem-button . This is needed e.g. for making a custom combinator GUI where you can select signals and they also have a count associated with them which needs to be displayed (just like a vanilla constant combinator).
Currently you can ...
Currently you can ...
- Fri Nov 22, 2024 4:42 pm
- Forum: Translations
- Topic: Spanish translation lacks a proofreader
- Replies: 1
- Views: 549
Re: Spanish translation lacks a proofreader
Linking my thread about Swedish proofreader since they are related and a response in one might be interesting for the other too: viewtopic.php?f=12&t=118884 (specifically what is the current way to apply to become proofreader).
- Tue Nov 19, 2024 4:22 pm
- Forum: Translations
- Topic: Minor grammar in "resource drain" and "spoil time" descriptions
- Replies: 12
- Views: 3150
Re: Minor grammar in "resource drain" and "spoil time" descriptions
If anyone knows of a way (on this forum) to actually "hide" text, such that it doesn't "take up space" until clicked (etc) -- rather than simply being "redacted" -- Please, PLEASE tell me.
If you give your spoiler tag a title, it will generate a collapsible block instead of blacked out text ...