Search found 50 matches
- 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 ...
- 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.
- 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.
This post says the solution is to save in editor mode, but I don't know how to do that.
- 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.
- 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.
- 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 ...
- 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.
- 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 ...
This effect can be reproduced with just ...
- 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 ...
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 ...
- Wed Mar 19, 2025 2:47 am
- Forum: Modding discussion
- Topic: How to define forward compatible prototypes
- Replies: 2
- Views: 822
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 ...
Some mods construct the final lua table for a prototype before inserting it into data. Other mods insert a ...
- 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 ...
- 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.
- 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 ...
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 ...
- 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 ...
Is there a way to split my mod into a ...
- 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 ...
I expected the rail planner to use the items in the player inventory when building in non-ghost ...
- Fri Feb 07, 2025 9:02 pm
- Forum: Ideas and Suggestions
- Topic: [Suggestion/Comic] A Gleba productivity science would be nice
- Replies: 21
- Views: 5529
Re: [Suggestion/Comic] A Gleba productivity science would be nice
+1 for the cute explanation
- 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 ...
- 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 ...
What?
In this example, I would like the game to hide the part of the ...
- 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 ...
* When reading the location ...
- 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 ...