Search found 31 matches
- 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: 852
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 ...
- 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: 852
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.
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.
- 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: 852
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.
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.
- 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: 852
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 ...
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 ...
- Fri Aug 07, 2026 5:01 pm
- Forum: News
- Topic: Friday Facts #445 - The Biters Bite Back
- Replies: 68
- Views: 13140
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 ...
> 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 ...
- 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 ...
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 ...
- 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: 2431
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.
FWIW, I too feel such a functionality should be provided as a first class feature in Factorio by default.
- Tue Jun 30, 2026 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Provide a way to make bots transparent
- Replies: 1
- Views: 232
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 ...
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 ...
- 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: 200
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 ...
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 ...
- Tue Jun 16, 2026 7:37 pm
- Forum: Implemented Suggestions
- Topic: Programmable speaker's Global option should be Force scoped
- Replies: 7
- Views: 1400
Re: Programmable speaker's Global option should be Force scoped
I agree with both points you made here.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.
- Mon Jun 15, 2026 9:47 pm
- Forum: Implemented Suggestions
- Topic: Programmable speaker's Global option should be Force scoped
- Replies: 7
- Views: 1400
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 ...
- Fri Jun 12, 2026 7:41 pm
- Forum: Implemented Suggestions
- Topic: Programmable speaker's Global option should be Force scoped
- Replies: 7
- Views: 1400
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 ...
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 ...
- Mon May 11, 2026 7:52 am
- Forum: Implemented Suggestions
- Topic: Programmable speaker's Global option should be Force scoped
- Replies: 7
- Views: 1400
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 ...
There is a clear usecase for Force level ...
- Sat Apr 11, 2026 2:32 am
- Forum: Modding interface requests
- Topic: Disconnect multiplayer cursors from friendship status
- Replies: 7
- Views: 1016
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 ...
- Sun Apr 05, 2026 6:19 am
- Forum: Modding interface requests
- Topic: Disconnect multiplayer cursors from friendship status
- Replies: 7
- Views: 1016
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 ...
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 ...
- Sun Apr 05, 2026 6:17 am
- Forum: Modding interface requests
- Topic: Disconnect multiplayer cursors from friendship status
- Replies: 7
- Views: 1016
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 ...
The Platformer mod (which Solo Teams is using currently) destroys the player's character entity on spawn. With no ...
- Sat Apr 04, 2026 11:01 pm
- Forum: Modding interface requests
- Topic: Disconnect multiplayer cursors from friendship status
- Replies: 7
- Views: 1016
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 ...
So the premise that "players can only view areas with radar coverage ...
- Sat Apr 04, 2026 9:39 pm
- Forum: Modding interface requests
- Topic: Disconnect multiplayer cursors from friendship status
- Replies: 7
- Views: 1016
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 ...
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 ...
- Wed Dec 03, 2025 3:50 am
- Forum: Already exists
- Topic: Expose logistic networks per force without spatial queries
- Replies: 1
- Views: 665
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.
This already exists:
https://lua-api.factorio.com/latest/cla ... c_networks
Please close this request.
- Wed Dec 03, 2025 3:16 am
- Forum: Already exists
- Topic: Expose logistic networks per force without spatial queries
- Replies: 1
- Views: 665
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 ...
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 ...