Search found 195 matches
- Sat Nov 29, 2025 9:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.21] Pausing while hovering over GPS rich text obstructs the menu
- Replies: 2
- Views: 497
Re: [2.0.21] Pausing while hovering over GPS rich text obstructs the menu
Don't know what and when changed, but this doesn't seem to happen anymore in 2.0.72 and the preview window disappears when pause menu is opened
- Sun Nov 23, 2025 7:32 am
- Forum: Documentation Improvement Requests
- Topic: EntityPrototype::sticker_box description
- Replies: 0
- Views: 114
EntityPrototype::sticker_box description
https://lua-api.factorio.com/latest/pro ... ticker_box says "currently only used for units", however it is, at the very least, also used on characters and spider-vehicles, and probably cars since they also support stickers. That line should probably be removed
- Wed Nov 12, 2025 6:05 am
- Forum: Modding interface requests
- Topic: tooltip_path in LuaGuiElement.add to show vanilla tooltips
- Replies: 2
- Views: 1404
Re: tooltip_path in LuaGuiElement.add to show vanilla tooltips
This has been implemented as https://lua-api.factorio.com/latest/cla ... em_tooltip in factorio 1.1.101
- Wed Nov 12, 2025 5:39 am
- Forum: Modding interface requests
- Topic: custom per-gui element tooltip for minimap
- Replies: 4
- Views: 431
Re: custom per-gui element tooltip for minimap
Just being able to position elements at the cursor in some way would go a long way. I've worked on multiple mods where this would be useful.
For example anything that tries to replicate combinator GUIs will run into the issue of not being able to display "connected to" tooltips изображение.png ...
For example anything that tries to replicate combinator GUIs will run into the issue of not being able to display "connected to" tooltips изображение.png ...
- Tue Nov 11, 2025 7:55 am
- Forum: Modding help
- Topic: How to create a new combinator?
- Replies: 3
- Views: 392
Re: How to create a new combinator?
Must is a wrong word, constant combinators are a common option, but decider combinator can also be a good choice if your entity has input and output sides, since decider's outputs can also be freely manipulated.DaveMcW wrote: Sun Nov 09, 2025 9:24 pm Output must be a constant-combinator where you set your processed signals.
- Fri Nov 07, 2025 2:26 pm
- Forum: Modding interface requests
- Topic: An API to add new button to the minimap side menu.
- Replies: 4
- Views: 382
- Thu Nov 06, 2025 2:48 pm
- Forum: Modding discussion
- Topic: [Question] Are these doable via modding?
- Replies: 5
- Views: 549
Re: [Question] Are these doable via modding?
1) No, only productivity technology effect exists, as has been said above.
2) No, you can change all base effects, but not at runtime.
3) You could enable and disable some recipes at runtime, which could be used to change whether reipes with fluids are available, for example, but not most other ...
2) No, you can change all base effects, but not at runtime.
3) You could enable and disable some recipes at runtime, which could be used to change whether reipes with fluids are available, for example, but not most other ...
- Wed Oct 29, 2025 12:47 am
- Forum: Modding interface requests
- Topic: Gui element that shows script inventory
- Replies: 8
- Views: 604
Re: Gui element that shows script inventory
Allowing cursor interactions is usually the whole point, otherwise a table could work for just displaying the inventory (though there are a lot of things that need to be replicated, like filters, bar, quality, health and spoilage meters, etc.). Disabling the element could disable all interactions ...
- Tue Oct 28, 2025 8:32 am
- Forum: Modding help
- Topic: How to get/set description of combinator?
- Replies: 1
- Views: 221
- Mon Oct 27, 2025 12:19 pm
- Forum: Not a bug
- Topic: [2.0.69] Crafting speed displayed incorrectly
- Replies: 4
- Views: 443
Re: [2.0.69] Crafting speed displayed incorrectly
Yes, the percentages are relative to base speed. The total speed should be accurate and in your screenshots it changes. The bonus percentage from beacons/modules stays the same.Jon8RFC wrote: Mon Oct 27, 2025 12:01 pm Or am I just confused and the percentages are supposed to be static, given the base speed?
- Mon Oct 27, 2025 12:15 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Debug Tooltip missing for recipe signals
- Replies: 2
- Views: 340
Re: [2.0.72] Debug Tooltip missing for recipe signals
I'd add that recipe tooltips in signals selection are lacking in general, not just for debug info. It used to be a big issue in py, where there was barely any distinction between recipe signals and item signals. It has been partially improved with disctinct icons, but not completely.
There might be ...
There might be ...
- Mon Oct 27, 2025 11:42 am
- Forum: Modding help
- Topic: How to make space way
- Replies: 2
- Views: 317
Re: How to make space way
You need to define space connections https://lua-api.factorio.com/latest/pro ... otype.html
- Sat Oct 25, 2025 6:45 pm
- Forum: Modding interface requests
- Topic: Gui element that shows script inventory
- Replies: 8
- Views: 604
- Fri Oct 24, 2025 10:51 am
- Forum: Modding help
- Topic: I want to right-align the label
- Replies: 5
- Views: 440
Re: I want to right-align the label
You can (and often should) set player.opened to your gui. That will make pressing e and escape, as well as opening any other gui send the on_gui_closed event, so opening other guis is not an issue.
As for blocking other actions such as moving, it depends on what you want to do. Maybe its not even ...
As for blocking other actions such as moving, it depends on what you want to do. Maybe its not even ...
- Thu Oct 23, 2025 10:58 am
- Forum: Modding help
- Topic: I want to right-align the label
- Replies: 5
- Views: 440
Re: I want to right-align the label
horizontal_align controls how the child elements are aligned. So instead of adding labels directly, for each label, add a flow, set its horizontally_stretchable to true and set horizontal_align on it. Then add a label to the flow.
- Thu Oct 23, 2025 1:34 am
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 1692
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
I support a unified field with default value. The beginner argument could make sense if the default value was non-trivial like "All categories are allowed", but i see no issue with defaulting to {"crafting"}.
- Tue Oct 21, 2025 1:10 pm
- Forum: Modding help
- Topic: welcome message on player joined game
- Replies: 4
- Views: 372
Re: welcome message on player joined game
I'm not sure if the message will be shown to all active players or just those who have connected.
Since you use game.print, it will print the message to all players. Use player.print if you want to print a message for a specific player.
also the question: is it possible pop-up message instead ...
- Tue Oct 21, 2025 6:23 am
- Forum: Bug Reports
- Topic: [2.0.71] Rich Text line breaks in LocalisedStrings (label caption)
- Replies: 3
- Views: 431
Re: [2.0.71] Rich Text line breaks in LocalisedStrings (label caption)
Does the label's style has this property set to false? https://lua-api.factorio.com/latest/cla ... ingle_line
- Tue Oct 21, 2025 3:54 am
- Forum: Modding interface requests
- Topic: custom per-gui element tooltip for minimap
- Replies: 4
- Views: 431
Re: custom per-gui element tooltip for minimap
This seems like it should be moved to (or opened as a new) modding interface requests since there is currently no way to do it
(and at least one person confused it with one, as almost did i
)
(and at least one person confused it with one, as almost did i
- Tue Oct 21, 2025 3:42 am
- Forum: Modding interface requests
- Topic: Access to transparent sprites for custom gui
- Replies: 3
- Views: 284
Re: Access to transparent sprites for custom gui
+1, its essential for replicating item/inventory slots and can be useful for other stuff