consider this relatively unremarkable label style:
styles.tt_clickable_label = {
type = 'label_style',
parent = 'semibold_label',
underlined = true,
font_color = default_color,
hovered_font_color = hovered_color,
clicked_font_color = hovered_color,
}
When rendering a rich text with this ...
Search found 119 matches
- Wed Aug 13, 2025 1:19 am
- Forum: Bug Reports
- Topic: [2.0.64] Rich text icons get underlined
- Replies: 1
- Views: 32
- Sat Aug 02, 2025 5:20 am
- Forum: Modding help
- Topic: "Logistic Network" and "Circuit Network" Sub GUIs
- Replies: 1
- Views: 92
"Logistic Network" and "Circuit Network" Sub GUIs
A lot of entities (inserters, belts, assembling machines) have sub guis for "Logistic Network" and "Circuit Network". Those most likely map onto a ControlBehavior for the respective entities.
A major hindrance for fully custom guis is (at least for me) that I would have to rebuild/emulate those ...
A major hindrance for fully custom guis is (at least for me) that I would have to rebuild/emulate those ...
- Thu Jul 10, 2025 4:49 am
- Forum: Not a bug
- Topic: [2.0.59] Inserter Pickup position seems not correct
- Replies: 1
- Views: 176
[2.0.59] Inserter Pickup position seems not correct
This is a miniloader. It is a composite entity that has multiple hidden inserters inside (up to eight, typically two).
In this picture, the light green box is the pickup position for an inserter, the red box is the dropoff position. The dark green boxes are potential inserter pickup positions, but ...
In this picture, the light green box is the pickup position for an inserter, the red box is the dropoff position. The dark green boxes are potential inserter pickup positions, but ...
- Thu Jun 26, 2025 6:18 pm
- Forum: Implemented mod requests
- Topic: do not apply modifier to an entity (exclude inserter from stack bonus)
- Replies: 2
- Views: 279
Re: do not apply modifier to an entity (exclude inserter from stack bonus)
:happy dance: thank you!
- Thu Jun 26, 2025 5:18 am
- Forum: Implemented mod requests
- Topic: do not apply modifier to an entity (exclude inserter from stack bonus)
- Replies: 2
- Views: 279
do not apply modifier to an entity (exclude inserter from stack bonus)
This is specifically about inserters and the InserterStackSizeBonusModifier and BulkInserterCapacityBonusModifier.
I have a bunch of internal inserters that are part of an entity. They are tuned so that the entity has a specific throughput. Now, with researching inserter capacity bonuses, the ...
I have a bunch of internal inserters that are part of an entity. They are tuned so that the entity has a specific throughput. Now, with researching inserter capacity bonuses, the ...
- Wed May 14, 2025 5:01 am
- Forum: Releases
- Topic: Version 2.0.48
- Replies: 9
- Views: 6719
Re: Version 2.0.48
Seconded. Way to sneak that huge change casually into the change log.majoca wrote: Mon May 12, 2025 2:38 pmIf this is what I think it is, THANK YOU! This was so annoying to implement with negative margins and such.Added LuaGuiElement::quality read/write for "sprite-button" type.

- Thu Mar 20, 2025 3:33 am
- Forum: Duplicates
- Topic: [2.0.42] Landfill from a 1.1 save can not be removed
- Replies: 1
- Views: 223
[2.0.42] Landfill from a 1.1 save can not be removed
Contrary to the FFF where landfill is described as removable, when loading a 1.1 save and migrating it to 2.0, the landfill that was placed with the 1.1 version of the game can not be removed.
Screenshot 2025-03-19 at 20.31.49.png
(I marked all the landfill for deletion but only the landfill ...
Screenshot 2025-03-19 at 20.31.49.png
(I marked all the landfill for deletion but only the landfill ...
- Sun Mar 16, 2025 5:55 am
- Forum: Modding interface requests
- Topic: [2.0.41] pre_entity_died event
- Replies: 1
- Views: 258
[2.0.41] pre_entity_died event
There are "pre" events for all "mining" ways in which an entity can be removed:
- on_pre_player_mined_item -> on_player_mined_entity
- on_robot_pre_mined -> on_robot_mined_entity
- on_space_platform_pre_mined -> on_space_platform_mined_entity
However, there is no pre-event for on_entity_died. So ...
- on_pre_player_mined_item -> on_player_mined_entity
- on_robot_pre_mined -> on_robot_mined_entity
- on_space_platform_pre_mined -> on_space_platform_mined_entity
However, there is no pre-event for on_entity_died. So ...
- Fri Mar 14, 2025 4:04 pm
- Forum: Not a bug
- Topic: [2.0.41] Stuff three rockets in a silo with space age
- Replies: 2
- Views: 317
Re: [2.0.41] Stuff three rockets in a silo with space age
Works for me. It is more a curious corner case than anything else.
- Fri Mar 14, 2025 5:09 am
- Forum: Not a bug
- Topic: [2.0.41] Stuff three rockets in a silo with space age
- Replies: 2
- Views: 317
[2.0.41] Stuff three rockets in a silo with space age
- Create a new game without space age. Create a rocket silo. Start building rockets until both green bars are full (one rocket on the launch pad, one "in the silo").
- Save the game.
- Enable space age
- Load the game.
The silo still contains a rocket on the launch pad. But "in the silo" are now ...
- Save the game.
- Enable space age
- Load the game.
The silo still contains a rocket on the launch pad. But "in the silo" are now ...
- Thu Mar 06, 2025 5:58 am
- Forum: Resolved Requests
- Topic: AddRecordData rail_direction documentation issue
- Replies: 2
- Views: 355
Re: AddRecordData rail_direction documentation issue
Thanks for adding that explanation. I will update my code accordingly.
- Thu Mar 06, 2025 5:56 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.38] changing train schedule at current stop does not work
- Replies: 4
- Views: 559
Re: [2.0.38] changing train schedule at current stop does not work
I can reproduce the issue with 2.0.38 and confirm that it is gone in 2.0.39. So some change there made it go away.
The attached map, when loaded with 2.0.38, needs either the attached LTN 2.2.5 or 2.2.6 installed locally (sorry, can't download that from the portal).
2.2.5 uses the add_wait ...
The attached map, when loaded with 2.0.38, needs either the attached LTN 2.2.5 or 2.2.6 installed locally (sorry, can't download that from the portal).
2.2.5 uses the add_wait ...
- Thu Mar 06, 2025 2:18 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.38] changing train schedule at current stop does not work
- Replies: 4
- Views: 559
Re: [2.0.38] changing train schedule at current stop does not work
I want to say that this seems to be fixed with 2.0.39 but I am at an airport right now. Will verify when I get back home and post a save if needed.
- Wed Mar 05, 2025 6:00 am
- Forum: Logistic Train Network
- Topic: Upcoming changes for LTN 2.3.0 (not yet released!)
- Replies: 0
- Views: 1019
Upcoming changes for LTN 2.3.0 (not yet released!)
Hi,
With the release of the LuaSchedule API in 2.0.36 (and its various iterations until currently 2.0.39), it is now possible to influence train schedules much more than with the limited 1.1 (and the previous 2.0 API).
I have put together a number of things for the 2.3.0 release of LTN that will ...
With the release of the LuaSchedule API in 2.0.36 (and its various iterations until currently 2.0.39), it is now possible to influence train schedules much more than with the limited 1.1 (and the previous 2.0 API).
I have put together a number of things for the 2.3.0 release of LTN that will ...
- Wed Mar 05, 2025 4:17 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.38] changing train schedule at current stop does not work
- Replies: 4
- Views: 559
Re: [2.0.38] changing train schedule at current stop does not work
I can not really make sense of this. I have trains with schedules that look like this:
which got added with a single add_record call (to the end of the schedule) and here both the "time" and "inactivity" wait condition work just fine.
which got added with a single add_record call (to the end of the schedule) and here both the "time" and "inactivity" wait condition work just fine.
- Wed Mar 05, 2025 3:41 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.38] changing train schedule at current stop does not work
- Replies: 4
- Views: 559
[2.0.38] changing train schedule at current stop does not work
WIth 2.0.38:
Scenario:
Train sits at a station (just arrived)
Schedule was cleaned (all records removed)
Re-adding a new stop at index 1
This works:
train_schedule.add_record {
station = stop.entity.backer_name,
rail_direction = stop.entity.connected_rail_direction,
temporary = false ...
Scenario:
Train sits at a station (just arrived)
Schedule was cleaned (all records removed)
Re-adding a new stop at index 1
This works:
train_schedule.add_record {
station = stop.entity.backer_name,
rail_direction = stop.entity.connected_rail_direction,
temporary = false ...
- Wed Mar 05, 2025 1:45 am
- Forum: Resolved Requests
- Topic: AddRecordData rail_direction documentation issue
- Replies: 2
- Views: 355
AddRecordData rail_direction documentation issue
AddRecordData uses "RailDirection?" as the attribute definition, this should probably be defines.rail_direction as e.g. https://lua-api.factorio.com/latest/cla ... _direction
- Fri Feb 28, 2025 4:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.37] LuaSchedule::add_record adds temporary stops with a wait condition
- Replies: 19
- Views: 1853
Re: [2.0.37] LuaSchedule::add_record adds temporary stops with a wait condition
Understood. But now I have to call get_record_count if I added at the end unless I keep track of the schedule size.
- Fri Feb 28, 2025 2:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.37] LuaSchedule::add_record adds temporary stops with a wait condition
- Replies: 19
- Views: 1853
Re: [2.0.37] LuaSchedule::add_record adds temporary stops with a wait condition
Thanks, this sounds great! Can you make it return the actual index where the record was inserted? It would make subsequent modifications of the created record easier.
- Fri Feb 28, 2025 3:35 am
- Forum: Duplicates
- Topic: [2.0.37] LuaSchedule::add_record adds temporary stops at the beginning of the schedule
- Replies: 4
- Views: 454
Re: [2.0.37] LuaSchedule::add_record adds temporary stops at the beginning of the schedule
It seems slightly more complicated. If the first stop is a temporary stop, then the new stop is put *behind* that temporary stop but *before* the first permanent stop:
> for i = 1, train_schedule.get_record_count() do print(serpent.line(train_schedule.get_record{ schedule_index = i })) end
(nil ...
> for i = 1, train_schedule.get_record_count() do print(serpent.line(train_schedule.get_record{ schedule_index = i })) end
(nil ...