Search found 50 matches

by half a cat
Sat May 09, 2026 3:08 am
Forum: Modding help
Topic: Hide player UI for menu simulations
Replies: 5
Views: 300

Re: Hide player UI for menu simulations


I saved the game after hiding the quickbar and everything else: https://lua-api.factorio.com/latest/concepts/GameViewSettings.html#show_quickbar


This part of the API doesn't seem to control GUI elements created by mods. I tried it out in the editor and it could hide almost everything. The Bob's ...
by half a cat
Fri May 08, 2026 6:46 pm
Forum: Modding help
Topic: Hide player UI for menu simulations
Replies: 5
Views: 300

Re: Hide player UI for menu simulations

Creating a test player in sim.init using game.simulation.create_test_player{name="test"} doesn't seem to do anything. I couldn't find any examples that use this function, so I may be using it incorrectly.
by half a cat
Fri May 08, 2026 4:00 pm
Forum: Modding help
Topic: Hide player UI for menu simulations
Replies: 5
Views: 300

Hide player UI for menu simulations

I saved a game and used it as a menu simulation. The menu simulation shows the quickbar and other player UI, which I don't want. How can I hide the UI?

This post says the solution is to save in editor mode, but I don't know how to do that.
by half a cat
Fri May 01, 2026 5:14 am
Forum: Assigned
Topic: [Pard] factoriopedia_description in items being overridden by localised_description
Replies: 8
Views: 2172

Re: [Pard] factoriopedia_description in items being overridden by localised_description

I would like this feature as well. I want to put worldbuilding details that aren't important to gameplay in Factoriopedia.
by half a cat
Fri May 01, 2026 3:28 am
Forum: Modding help
Topic: factoriopedia_description does not show up in game
Replies: 2
Views: 230

Re: factoriopedia_description does not show up in game

I think so. Apparently I should have searched for factoriopedia_description instead of factoriopedia-description.
by half a cat
Thu Apr 30, 2026 6:23 pm
Forum: Modding help
Topic: factoriopedia_description does not show up in game
Replies: 2
Views: 230

factoriopedia_description does not show up in game

I want to put an item's short description in localised_desciption , which appears in tooltips, and a longer description in factoriopedia_description , which appears in factoriopedia. However, only localised_description shows up in the game. The localized string that I put into factoriopedia ...
by half a cat
Thu Apr 30, 2026 5:12 am
Forum: Duplicates
Topic: [2.0.73] MineEntityTechnologyTrigger is triggered by crafting
Replies: 2
Views: 238

Re: [2.0.73] MineEntityTechnologyTrigger is triggered by crafting

Ok, thanks for explaining why the game engine does that.
by half a cat
Wed Apr 29, 2026 6:39 pm
Forum: Duplicates
Topic: [2.0.73] MineEntityTechnologyTrigger is triggered by crafting
Replies: 2
Views: 238

[2.0.73] MineEntityTechnologyTrigger is triggered by crafting

MineEntityTechnologyTrigger is triggered when the mined item is crafted (not mined). I believe that it should not trigger the technology. While there are some other bug reports about MineEntityTechnologyTrigger, the other bug reports don't involve crafting.

This effect can be reproduced with just ...
by half a cat
Thu Sep 11, 2025 4:09 am
Forum: Implemented mod requests
Topic: Fluid wagon connection category
Replies: 5
Views: 1371

Fluid wagon connection category

TL;DR

Add a connection category in fluid wagon prototypes that determines which pumps can fill or drain them.

What?

Fluid wagon prototypes would have a connection category . Pumps would only connect to fluid wagons if they have a compatible connection category.

Why?

So that fluids can be ...
by half a cat
Wed Mar 19, 2025 2:47 am
Forum: Modding discussion
Topic: How to define forward compatible prototypes
Replies: 2
Views: 821

How to define forward compatible prototypes

I want to define the same prototype in two independent mods such that there will be minimal problems if the prototype changes in the future. What is the recommended practice to do that?

Some mods construct the final lua table for a prototype before inserting it into data. Other mods insert a ...
by half a cat
Thu Mar 13, 2025 2:43 am
Forum: Resolved Requests
Topic: Undocumented restriction on LuaEquipment.shield
Replies: 1
Views: 641

Undocumented restriction on LuaEquipment.shield

For equipment that is not shield equipment, writing to `LuaEquipment.shield` will abort the game with error message "Equipment is not shields.". Please add this restriction to the API documentation (https://lua-api.factorio.com/latest/classes/LuaEquipment.html#shield). I believe that the following ...
by half a cat
Sun Mar 09, 2025 9:46 pm
Forum: Modding help
Topic: How to conditionally include space-age graphics
Replies: 5
Views: 1603

Re: How to conditionally include space-age graphics

This mod has graphics files that are edited space-age graphics. I have converted it to two separate mods, which seems to be the best solution based on the replies.
by half a cat
Sat Mar 08, 2025 8:50 pm
Forum: Modding help
Topic: How to conditionally include space-age graphics
Replies: 5
Views: 1603

Re: How to conditionally include space-age graphics

It seems like you just need to set “space-age” as an Optional Dependency in your Mod.

This is against policy. If I do this, then users who did not install space-age would be able to use a mod that contains graphics from space-age. Although Factorio staff have declined to clarify the policy, it ...
by half a cat
Sat Mar 08, 2025 3:52 am
Forum: Modding help
Topic: How to conditionally include space-age graphics
Replies: 5
Views: 1603

How to conditionally include space-age graphics

I have a mod with an optional space-age feature that uses space-age graphics. As I understand, the rule is that space-age graphics may only be used in mods that depend on space-age, so this mod that does not require space-age may not include space-age graphics.

Is there a way to split my mod into a ...
by half a cat
Tue Feb 25, 2025 7:16 pm
Forum: Not a bug
Topic: [2.0.35] Rail planner cannot use modded rail support items/entities
Replies: 1
Views: 464

[2.0.35] Rail planner cannot use modded rail support items/entities

The rail planner fails to build rail supports if the player inventory has only custom rail supports (not the one defined in elevated-rails). It behaves as if the player does not have any rail supports.

I expected the rail planner to use the items in the player inventory when building in non-ghost ...
by half a cat
Sun Feb 02, 2025 8:21 pm
Forum: Ideas and Suggestions
Topic: Removal of the "Use filter" checkbox
Replies: 13
Views: 3058

Re: Removal of the "Use filter" checkbox


Another possibility would be to keep the checkbox, but make clicking on the filter slots automatically check the box.


I agree with this. I frequently try to set the filter but find it is disabled, then click "Use filters," then actually set the filter. This change would reduce the 3-step ...
by half a cat
Sun Feb 02, 2025 5:36 pm
Forum: Ideas and Suggestions
Topic: Hide the electricity tooltip when buffer size is zero
Replies: 0
Views: 451

Hide the electricity tooltip when buffer size is zero

Some modded items do not use electricity, but still have an energy buffer because the game engine requires it. To make the UI look nicer, please hide the tooltip for ElectricEnergySource when buffer_capacity and drain are 0.

What?

In this example, I would like the game to hide the part of the ...
by half a cat
Sun Feb 02, 2025 1:19 am
Forum: Modding interface requests
Topic: API access to rolling stock's rail layer
Replies: 0
Views: 446

API access to rolling stock's rail layer

An entity's location is generally represented by MapPosition in the API. However, when elevated rails overlap with ground rails, MapPosition is not sufficient to identify the location of rolling stock. I am requesting for rail layer information to be included in the API:

* When reading the location ...
by half a cat
Mon Jan 13, 2025 6:55 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.28] No event when equipment is removed by a bot
Replies: 1
Views: 1356

[Rseding91] [2.0.28] No event when equipment is removed by a bot

I believe that the on_equipment_removed event should be triggered whenever equipment is removed from an equipment grid. However, it is not triggered when a bot removes equipment from an equipment grid. As far as I can tell, no other event is triggered, either. This is a problem for mods that want to ...

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