ThanksRseding91 wrote: Tue Sep 29, 2026 6:42 pm It was a layout issue with scroll panes and vertical flows.
Search found 363 matches
- Tue Sep 29, 2026 7:26 pm
- Forum: Resolved for the next release
- Topic: [Klonan] [2.0.11] GUI element of circuit wire network number cut off (MR)
- Replies: 9
- Views: 2352
Re: [Klonan] [2.0.11] GUI element of circuit wire network number cut off (MR)
- Tue Sep 29, 2026 6:09 pm
- Forum: Resolved for the next release
- Topic: [Klonan] [2.0.11] GUI element of circuit wire network number cut off (MR)
- Replies: 9
- Views: 2352
Re: [Klonan] [2.0.11] GUI element of circuit wire network number cut off (MR)
Can you tell what was the issue? It might explain some similar issues i've encountered and maybe help with mod guis and tools i've been making.
- Wed Sep 23, 2026 4:12 am
- Forum: Bug Reports
- Topic: [2.1.20] In-game changelog viewer doesn't show the correct versions for the branch
- Replies: 2
- Views: 378
Re: [2.1.20] In-game changelog viewer doesn't show the correct versions for the branch
This is the same behaviour as the mod portal (and the game presumably uses its api for this). And its why you should upload older version first, then newer version. As a workaround you can take down and re-upload the latest 2.1 version.
Whether it should be this way is not for me to decide, just a ...
Whether it should be this way is not for me to decide, just a ...
- Wed Sep 23, 2026 1:38 am
- Forum: Modding interface requests
- Topic: [2.1.20] Allow hiding the "Surface List" GUI when remote viewing
- Replies: 2
- Views: 201
Re: [2.1.20] Allow hiding the "Surface List" GUI when remote viewing
This already exists as part of game view settings https://lua-api.factorio.com/latest/con ... rface_list
- Tue Sep 22, 2026 3:41 am
- Forum: Modding help
- Topic: How do I remove something and everything that refers to it without having to do it all manually?
- Replies: 5
- Views: 363
Re: How do I remove something and everything that refers to it without having to do it all manually?
I can do this one item and recipe at a time. It would be tedious, but I'd only have to do it once.
As a general principle, I would like to know if there is some sort of wildcard feature I am missing.
You can simply iterate over every recipe or item or any other prototypes, using something like ...
- Tue Sep 22, 2026 1:09 am
- Forum: Modding help
- Topic: How do I remove something and everything that refers to it without having to do it all manually?
- Replies: 5
- Views: 363
Re: How do I remove something and everything that refers to it without having to do it all manually?
data.raw["item-group"]["intermediate-products"].hidden = true
data.raw["item-group"]["intermediate-products"].hidden_in_factoriopedia = true
This does nothing. The Intermediates tab remains visible.
First thing is to make sure the changes are actually applied in-game. You can use prototype ...
- Mon Sep 21, 2026 1:07 pm
- Forum: Modding interface requests
- Topic: Allow placing GUI elements relative to the Tool Window
- Replies: 3
- Views: 229
Re: Allow placing GUI elements relative to the Tool Window
+1, this one is annoying to deal with since you can't read its position, only assume it'll be in one or the other. Would be useful for https://mods.factorio.com/mod/hide-uis as well.
- Sun Sep 20, 2026 12:42 am
- Forum: Modding help
- Topic: How do I remove something and everything that refers to it without having to do it all manually?
- Replies: 5
- Views: 363
Re: How do I remove something and everything that refers to it without having to do it all manually?
simply set the hidden, as well as hidden_in_factoriopedia properties to true instead of deleting the prototypes
https://lua-api.factorio.com/latest/pro ... tml#hidden
https://lua-api.factorio.com/latest/pro ... tml#hidden
- Sat Sep 19, 2026 4:20 am
- Forum: Modding help
- Topic: Resize the Platforms List GUI?
- Replies: 6
- Views: 454
Re: Resize the Platforms List GUI?
Welcome to factorio modding. (the worse half of it)sarge945 wrote: Sat Sep 19, 2026 3:03 am That seems like a lot of extra work for what is otherwise a very minor feature.
- Fri Sep 18, 2026 10:00 pm
- Forum: Modding help
- Topic: Resize the Platforms List GUI?
- Replies: 6
- Views: 454
Re: Resize the Platforms List GUI?
Mods don't have access to base game GUIs, and classes mean nothing to mods. You can only change styles. If there is a style that's used just for this element, which is rare, that's good. If not, you're out of luck.
Your best bet would be hiding it (using game view settings) and recreating it ...
Your best bet would be hiding it (using game view settings) and recreating it ...
- Wed Sep 16, 2026 11:47 am
- Forum: Modding help
- Topic: Hiding demolisher segments?
- Replies: 7
- Views: 482
Re: Hiding demolisher segments?
You can have the demolisher have no graphics, but still have the behaviour, and if you want, particles. Then only update the segment graphics by script and not much else.
- Wed Sep 16, 2026 11:42 am
- Forum: Modding interface requests
- Topic: Sprite-button enabled=false graphic effect without disabling it (Quickbar slot like behavior)
- Replies: 3
- Views: 280
Re: Sprite-button enabled=false graphic effect without disabling it (Quickbar slot like behavior)
I think this would be solved by adding transparency viewtopic.php?p=701701
- Sun Sep 13, 2026 10:19 am
- Forum: Modding help
- Topic: Trying to make a farming system in Factorio
- Replies: 4
- Views: 381
Re: Trying to make a farming system in Factorio
1. Yes https://lua-api.factorio.com/latest/prototypes/EntityPrototype.html#build_grid_size
It says supported values are 1 and 2, but i think other values also work.
2. No. It could technically be scripted, but would be pretty annoying, you'd have to do something like make each miner output into a ...
It says supported values are 1 and 2, but i think other values also work.
2. No. It could technically be scripted, but would be pretty annoying, you'd have to do something like make each miner output into a ...
- Sat Sep 12, 2026 10:11 am
- Forum: Modding help
- Topic: I cannot find information about restrictive dependencies in the WIKI.
- Replies: 6
- Views: 489
Re: I cannot find information about restrictive dependencies in the WIKI.
I have updated the tutorial to have up-to-date information and made it link to the corresponding API docs page.
I also made a request to improve that part of the docs viewtopic.php?t=136101
I also made a request to improve that part of the docs viewtopic.php?t=136101
- Sat Sep 12, 2026 10:10 am
- Forum: Documentation Improvement Requests
- Topic: Behaviour of recommended dependencies
- Replies: 1
- Views: 189
Re: Behaviour of recommended dependencies
Thinking about it more, the behaviour of other dependencies is also not very clear. Incompatible dependencies for example do not say what they do .
Also, the "(and disabled)" part of this text:
If a version is used for an optional dependency, the mod is considered incompatible (and disabled) if the ...
Also, the "(and disabled)" part of this text:
If a version is used for an optional dependency, the mod is considered incompatible (and disabled) if the ...
- Sat Sep 12, 2026 10:02 am
- Forum: Documentation Improvement Requests
- Topic: Behaviour of recommended dependencies
- Replies: 1
- Views: 189
Behaviour of recommended dependencies
https://lua-api.factorio.com/latest/auxiliary/mod-structure.html#dependencies
While the behaviour of other dependencies is somewhat clear from their name, the behavioir of recommended dependencies does not seem to be explained anywhere, and its not clear what's the difference between it and optional ...
While the behaviour of other dependencies is somewhat clear from their name, the behavioir of recommended dependencies does not seem to be explained anywhere, and its not clear what's the difference between it and optional ...
- Fri Sep 04, 2026 10:44 pm
- Forum: Resolved Requests
- Topic: WaterTileEffectParameters improvement request
- Replies: 3
- Views: 362
- Fri Sep 04, 2026 6:49 am
- Forum: Resolved Requests
- Topic: AssemblingMachinePrototype.gui_title_key
- Replies: 1
- Views: 201
AssemblingMachinePrototype.gui_title_key
https://lua-api.factorio.com/latest/prototypes/AssemblingMachinePrototype.html#gui_title_key
It says The locale key of the title of the GUI that is shown when the player opens the assembling machine.
From the description it seems like it changes the title of the assembling machine GUI. изображение ...
It says The locale key of the title of the GUI that is shown when the player opens the assembling machine.
From the description it seems like it changes the title of the assembling machine GUI. изображение ...
- Sun Aug 30, 2026 2:48 am
- Forum: Resolved Requests
- Topic: WaterTileEffectParameters improvement request
- Replies: 3
- Views: 362
Re: WaterTileEffectParameters improvement request
I +1 this request; some of the properties are bizzare
For example, based on my testing, specular_lightness does not control the color of specular highlights, neither does it seem to affect any other color.
Instead, it seems to control the speed at which the water shader oscillates, which is... i ...
For example, based on my testing, specular_lightness does not control the color of specular highlights, neither does it seem to affect any other color.
Instead, it seems to control the speed at which the water shader oscillates, which is... i ...
- Fri Aug 28, 2026 5:44 pm
- Forum: Modding interface requests
- Topic: A counterpart to only_in_alt_mode for LuaRendering
- Replies: 2
- Views: 273
Re: A counterpart to only_in_alt_mode for LuaRendering
Please do not use AI when making requests, especially when it is just wrong.
game_view settings are in game state, and you can also use https://lua-api.factorio.com/latest/classes/LuaRenderObject.html#players and https://lua-api.factorio.com/latest/classes/LuaRenderObject.html#visible to have the ...
game_view settings are in game state, and you can also use https://lua-api.factorio.com/latest/classes/LuaRenderObject.html#players and https://lua-api.factorio.com/latest/classes/LuaRenderObject.html#visible to have the ...