When defining a TechnologyPrototype with both a research_trigger and a cost then the technology screen shows the icons from both parameters, but only the research_trigger is used to unlock the technology.
Used code:
data:extend({{
type = "technology",
name = "foo-train",
icon = "__base ...
Search found 14 matches
- Mon Aug 25, 2025 7:52 am
- Forum: Resolved for the next release
- Topic: [Genhis][2.0.65] Technology icons show both research_trigger and unit, but only research_trigger is used
- Replies: 1
- Views: 337
- Mon Aug 25, 2025 7:14 am
- Forum: Modding interface requests
- Topic: Add a custom/scriptable TechnologyTrigger
- Replies: 0
- Views: 146
Add a custom/scriptable TechnologyTrigger
For the mod that I am developing I want to unlock a technology on killing a certain enemy. Unfortunately there is no "on entity destroyed" trigger but I managed to implement this via scripting. However every technology requires either a trigger unlock or a cost, and both of them does not quite ...
- Fri Aug 15, 2025 6:24 am
- Forum: Modding interface requests
- Topic: Add forward_overlap and backward_overlap to RollingStockPrototype
- Replies: 1
- Views: 250
Add forward_overlap and backward_overlap to RollingStockPrototype
Well let's just say I have a.. rather peculiar.. mod idea, where I have a train that has overlapping carriages. Due to the game's rendering engine (from left to right and from top to bottom) this train is rendered properly when facing towards the right, but messes up when facing towards the left ...
- Wed Aug 13, 2025 6:03 am
- Forum: Ideas and Requests For Mods
- Topic: Mod to Visualize Train Network Efficiency & Congestion
- Replies: 5
- Views: 532
Re: Mod to Visualize Train Network Efficiency & Congestion
I have been fiddling with this in 1.1: https://mods.factorio.com/mod/train-bottleneck
Though due to time constraints I'm not sure if it will ever be ported to 2.0, so if someone is up to the vhallenge feel free to get inspired!
Though due to time constraints I'm not sure if it will ever be ported to 2.0, so if someone is up to the vhallenge feel free to get inspired!
- Wed Aug 06, 2025 7:05 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.63] Modding events on_research_x does not contain player_index
- Replies: 1
- Views: 390
[2.0.63] Modding events on_research_x does not contain player_index
What did you do?
Running Factorio with only one single mod with only following script
-- control.lua
script.on_event(defines.events.on_research_queued, function(e) -- Also tested with on_research_moved, on_research_cancelled
game.print("On_research_ by player: " .. serpent.line(e.player_index ...
Running Factorio with only one single mod with only following script
-- control.lua
script.on_event(defines.events.on_research_queued, function(e) -- Also tested with on_research_moved, on_research_cancelled
game.print("On_research_ by player: " .. serpent.line(e.player_index ...
- Mon Aug 04, 2025 5:52 am
- Forum: Modding interface requests
- Topic: Support drag to reorder for GUI Elements
- Replies: 9
- Views: 791
Re: Support drag to reorder for GUI Elements
+1! I see so many mods which use arrow buttons that could benefit from this functionality, and with the 2.0 updates it just feels a lot more integrated.
- Mon Aug 26, 2024 9:35 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Surveillance Drone
- Replies: 6
- Views: 3152
Re: [Idea] Surveillance Drone
Not a drone but has the functionality to scan indefinitely beyond regular boundaries: Infinite Radar
- Sun Aug 25, 2024 11:15 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.109] [API] Inconsistent shortcut toggle behavior when 'toggleable' is not set
- Replies: 1
- Views: 1394
[Rseding91] [1.1.109] [API] Inconsistent shortcut toggle behavior when 'toggleable' is not set
When a shortcut.toggleable is not set the shortcut's visual toggle behavior gives inconsistent results.
Observed behavior:
Given below code, player.set_shortcut_toggled gives inconsistent results depending on when a shortcut button is pressed or when a custom input is given to call a generic ...
Observed behavior:
Given below code, player.set_shortcut_toggled gives inconsistent results depending on when a shortcut button is pressed or when a custom input is given to call a generic ...
- Tue May 07, 2024 8:10 am
- Forum: Modding help
- Topic: How to get the GUI element "camera" working
- Replies: 2
- Views: 1148
Re: How to get the GUI element "camera" working
Alright so I solved it. Apparently this element needs to be styled properly and doesn't work out of the box. Here's what I did;
Data.lua
local styles = data.raw["gui-style"].default
styles["my_camera_style"] = {
type = "camera_style",
horizontally_stretchable = "on",
vertically_stretchable ...
Data.lua
local styles = data.raw["gui-style"].default
styles["my_camera_style"] = {
type = "camera_style",
horizontally_stretchable = "on",
vertically_stretchable ...
- Mon May 06, 2024 8:02 pm
- Forum: Modding help
- Topic: How to get the GUI element "camera" working
- Replies: 2
- Views: 1148
How to get the GUI element "camera" working
Hi there,
I'm having trouble to get a "camera" GUI element on my frame. I have tried literally everything up until the point that I disabled all my mods and created a new test mod with only the mandatory info.json and following control.lua:
script.on_init(function()
--Create a global variable to ...
I'm having trouble to get a "camera" GUI element on my frame. I have tried literally everything up until the point that I disabled all my mods and created a new test mod with only the mandatory info.json and following control.lua:
script.on_init(function()
--Create a global variable to ...
- Fri Oct 13, 2023 5:00 pm
- Forum: Implemented mod requests
- Topic: Export currently held blueprint library object to item
- Replies: 18
- Views: 7383
Re: Export currently held blueprint library object to item
Adding my +1 here too! Personally I never store blueprints in game (character, chest, entity, whatever) but always in my personal blueprint library. Almost all blueprint altering mods will benefit from this feature.
- Fri Oct 13, 2023 4:23 pm
- Forum: Modding help
- Topic: Solved - player.is_cursor_blueprint always returns true?
- Replies: 5
- Views: 1279
Re: player.is_cursor_blueprint always returns true?
I feel so stupid now..
Thanks for this insight!
Thanks for this insight!
- Thu Oct 12, 2023 11:31 pm
- Forum: Modding help
- Topic: Solved - player.is_cursor_blueprint always returns true?
- Replies: 5
- Views: 1279
Re: player.is_cursor_blueprint always returns true?
With 'no matter what item I select' I mean any item, being it a dumb stick to a rocket silo, selection tool, cusom mod items, you name it.
- Thu Oct 12, 2023 9:20 pm
- Forum: Modding help
- Topic: Solved - player.is_cursor_blueprint always returns true?
- Replies: 5
- Views: 1279
Solved - player.is_cursor_blueprint always returns true?
So I'm probably the gazillionth person trying to read blueprints from libraries and dove into the API docs to find player.is_cursor_blueprint and player.cursor_stack.is_blueprint, which should return a true/false whether the player is holding a blueprint item.
Now I tried and tested a million ...
Now I tried and tested a million ...