Search found 14 matches

by Subject314159
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

[Genhis][2.0.65] Technology icons show both research_trigger and unit, but only research_trigger is used

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 ...
by Subject314159
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 ...
by Subject314159
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 ...
by Subject314159
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!
by Subject314159
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 ...
by Subject314159
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.
by Subject314159
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
by Subject314159
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 ...
by Subject314159
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 ...
by Subject314159
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 ...
by Subject314159
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.
by Subject314159
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!
by Subject314159
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.
by Subject314159
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 ...

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