Search found 31 matches

by bits-orio
Fri Aug 14, 2026 12:52 am
Forum: Modding interface requests
Topic: Chat API request: Ability to add a colored tag/prefix to player chat messages before render
Replies: 4
Views: 859

Re: Chat API request: Ability to add a colored tag/prefix to player chat messages before render


The *tag* part is already part of the api: https://lua-api.factorio.com/latest/classes/LuaPlayer.html#tag
Since it's just a string, you can use rich text to make it colored

I do still want some way to intercept and modify chat messages so I can prefix things like a timestamp on all messages, and ...
by bits-orio
Wed Aug 12, 2026 7:11 pm
Forum: Modding interface requests
Topic: Chat API request: Ability to add a colored tag/prefix to player chat messages before render
Replies: 4
Views: 859

Re: Chat API request: Ability to add a colored tag/prefix to player chat messages before render

Bump, hoping this gets picked.

Exposing a pre-chat event handler API sounds like a low hanging fruit. Improvement in modding capabilities will be huge when it comes to customized chat interfaces.
by bits-orio
Sun Aug 09, 2026 8:04 am
Forum: Modding interface requests
Topic: Chat API request: Ability to add a colored tag/prefix to player chat messages before render
Replies: 4
Views: 859

Re: Chat API request: Ability to add a colored tag/prefix to player chat messages before render

Alternately an open ended api that allows modders to modify how the chat message appears on screens however they want to organize it.

That way Factorio devs just have to provide a pre-chat event in which modder can get chat message, and return back (or set somewhere) a different chat message.
by bits-orio
Sun Aug 09, 2026 8:01 am
Forum: Modding interface requests
Topic: Chat API request: Ability to add a colored tag/prefix to player chat messages before render
Replies: 4
Views: 859

Chat API request: Ability to add a colored tag/prefix to player chat messages before render

In my modded server, which runs the Multi Team Support mod, I provide a Global chat vs Team chat toggle.

It looks like this:
08-09-2026, 00-41-23.png


In global mode, chat messages are sent to all teams, and in team mode they are sent only to players on your own team.

The biggest issue I'm ...
by bits-orio
Fri Aug 07, 2026 5:01 pm
Forum: News
Topic: Friday Facts #445 - The Biters Bite Back
Replies: 69
Views: 13299

Re: Friday Facts #445 - The Biters Bite Back

First of all, thank you. I have been turning off expansion in my games 100% of the time. These changes will make them an acceptable challenge.

> We could espouse the virtue of being vigilant with checking the map... but we have machines to do that for us. So we've added a new alert: if an expansion ...
by bits-orio
Tue Jul 14, 2026 5:01 pm
Forum: Ideas and Suggestions
Topic: Allow longer server names on the public server list
Replies: 1
Views: 983

Re: Allow longer server names on the public server list

bump.

This is a low hanging fruit.

Its really hard when hosting dedicated server.
All I am doing is: " MTS ClaustOrephobic - 3 player teams" and even this gets cropped.

The server name limit shouldn't count tag data like color or icons. Every icon or colored text should be counted as 1 character ...
by bits-orio
Fri Jul 03, 2026 3:59 pm
Forum: Ideas and Suggestions
Topic: [2.1] Blueprints should have option like "force empty space"
Replies: 19
Views: 2434

Re: [2.1] Blueprints should have option like "force empty space"

There is a mod called Negative Space that does exactly this: https://mods.factorio.com/mod/negative_space

FWIW, I too feel such a functionality should be provided as a first class feature in Factorio by default.
by bits-orio
Tue Jun 30, 2026 7:56 pm
Forum: Ideas and Suggestions
Topic: Provide a way to make bots transparent
Replies: 1
Views: 243

Provide a way to make bots transparent

For dense and late game bases, bots can become a hinderance to gameplay because they can literally hide everything else underneath them.

06-30-2026, 12-51-57.png
06-30-2026, 12-52-05.png

As a solution we are thinking of using this mod: https://mods.factorio.com/mod/transparent-robots
But it ...
by bits-orio
Tue Jun 30, 2026 7:27 pm
Forum: Modding interface requests
Topic: Forces should be able to optionally share chart with non-friendly forces
Replies: 1
Views: 206

Forces should be able to optionally share chart with non-friendly forces

Hello,

I have posted about this a few times and never been able to break through.

With Factorio development nearing the end, I will make another desperate plea. Unlike last time I asked, now I have some decent experience of multi force modding.

First some background.
I am the author of MTS (Multi ...
by bits-orio
Tue Jun 16, 2026 7:37 pm
Forum: Implemented Suggestions
Topic: Programmable speaker's Global option should be Force scoped
Replies: 7
Views: 1414

Re: Programmable speaker's Global option should be Force scoped

Donion wrote: Tue Jun 16, 2026 2:10 pm I believe the Surface option should also be force scoped, don't you think?

For the Local one, I consider it more of an environmental sound so if a player of a different force can see it it should be able to hear it as well. So I would leave that as is.
I agree with both points you made here.
by bits-orio
Mon Jun 15, 2026 9:47 pm
Forum: Implemented Suggestions
Topic: Programmable speaker's Global option should be Force scoped
Replies: 7
Views: 1414

Re: Programmable speaker's Global option should be Force scoped


Global sounds being force scoped makes sense at a first glance.
I don't like the idea of adding another option, though. Is there actually a good usecase for Global (all forces)?


No I don't have any use case for Global (all force). But really force scoping should really help.

Currently in my ...
by bits-orio
Fri Jun 12, 2026 7:41 pm
Forum: Implemented Suggestions
Topic: Programmable speaker's Global option should be Force scoped
Replies: 7
Views: 1414

Re: Programmable speaker's Global option should be Force scoped

Bump. This is a very minor but legit ask that fixes the issue of global speakers in mutiple team settings.

It can be hard to easily create a testable scenario. You can use my mod MTS to help with that: https://mods.factorio.com/mod/multi-team-support

Join two players as two different teams, and ...
by bits-orio
Mon May 11, 2026 7:52 am
Forum: Implemented Suggestions
Topic: Programmable speaker's Global option should be Force scoped
Replies: 7
Views: 1414

Programmable speaker's Global option should be Force scoped

When playing with multiple teams (Using `Multi-team Support` mod), if a player sets up a Programmable Speaker to alert themselves in Global mode, then the global alert sound should be heard by only those players who belong to the same force as the player.
There is a clear usecase for Force level ...
by bits-orio
Sat Apr 11, 2026 2:32 am
Forum: Modding interface requests
Topic: Disconnect multiplayer cursors from friendship status
Replies: 7
Views: 1019

Re: Disconnect multiplayer cursors from friendship status


Remote view can not view areas that are not actively explored by radar coverage. Force chart sharing is not enabled by default.

So it sounds like you’ve shared charting everywhere when you don’t actually want that.


@Rseding91 I don't understand why is it so hard to agree on. That we are ...
by bits-orio
Sun Apr 05, 2026 6:19 am
Forum: Modding interface requests
Topic: Disconnect multiplayer cursors from friendship status
Replies: 7
Views: 1019

Re: Disconnect multiplayer cursors from friendship status

So to repeat the earlier problem statement:
I would like to be able to share my team's charting with another team, but also I do not want to allow the other team to be able to interact with my logistics or mess up my requests or rotate some inserter.
Basically the request is the disconnect `share ...
by bits-orio
Sun Apr 05, 2026 6:17 am
Forum: Modding interface requests
Topic: Disconnect multiplayer cursors from friendship status
Replies: 7
Views: 1019

Re: Disconnect multiplayer cursors from friendship status

ok you're right that remote view normally requires radar coverage, but I dug into why players can see everything in my current Platformer run. And found the answer: god controller mode.
The Platformer mod (which Solo Teams is using currently) destroys the player's character entity on spawn. With no ...
by bits-orio
Sat Apr 04, 2026 11:01 pm
Forum: Modding interface requests
Topic: Disconnect multiplayer cursors from friendship status
Replies: 7
Views: 1019

Re: Disconnect multiplayer cursors from friendship status

My mod creates separate forces for players, each with their own surface. Players can navigate to other surfaces via GPS tags printed in chat. Remote view opens on the foreign surface, no radar coverage needed, no friendship set.
So the premise that "players can only view areas with radar coverage ...
by bits-orio
Sat Apr 04, 2026 9:39 pm
Forum: Modding interface requests
Topic: Disconnect multiplayer cursors from friendship status
Replies: 7
Views: 1019

Disconnect multiplayer cursors from friendship status

Need an API to allow seeing multiplayer cursors even when other forces are not your friends.

I am actively working on a mod called Solo-Teams (https://mods.factorio.com/mod/solo-teams) that facilitates multiplayer mode.
One of the issues I am facing is that I need players to be able to see who is ...
by bits-orio
Wed Dec 03, 2025 3:50 am
Forum: Already exists
Topic: Expose logistic networks per force without spatial queries
Replies: 1
Views: 668

Re: Expose logistic networks per force without spatial queries

Nevermind, I didn't do my research properly.
This already exists:
https://lua-api.factorio.com/latest/cla ... c_networks

Please close this request.
by bits-orio
Wed Dec 03, 2025 3:16 am
Forum: Already exists
Topic: Expose logistic networks per force without spatial queries
Replies: 1
Views: 668

Expose logistic networks per force without spatial queries

Currently there's no way to retrieve all logistic networks belonging to a force.

The existing API offers spatial queries like LuaSurface.find_logistic_networks_by_construction_area() and LuaSurface.find_logistic_network_by_position() , but nothing that maps forces to their networks directly ...

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