Search found 338 matches

by Osmo
Wed Aug 12, 2026 6:59 pm
Forum: Modding interface requests
Topic: Add LuaGuiElement type for InventorySlot?
Replies: 3
Views: 176

Re: Add LuaGuiElement type for InventorySlot?

+1, inventories are great, and cover a lot of usecases, but they'tr not always enough, and having single slots would cover the rest of the usecases.
I can see it being a probelm to specify the slot though, since LuaItemStack doesn't always point at an inventory. But if it would only handle the ...
by Osmo
Wed Aug 12, 2026 6:49 pm
Forum: Modding interface requests
Topic: Add sprite faded_percent to LuaGuiElement
Replies: 3
Views: 122

Re: Add sprite faded_percent to LuaGuiElement

+1, some form of transparency would be useful
by Osmo
Tue Aug 11, 2026 2:42 am
Forum: Bug Reports
Topic: [Klonan] [2.1.14] Galaxy Of Fame GUI has incorrectly sized frames
Replies: 0
Views: 192

[Klonan] [2.1.14] Galaxy Of Fame GUI has incorrectly sized frames

There is a gap to the right of the image, and the frame with the text also seems to have too much empty space on the right.
изображение.png

Just in case this matters, i reached this by creating a platform in editor, unlocking solar system edge and doing the following command
/c game.player ...
by Osmo
Sat Aug 08, 2026 12:22 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.77] Pentapods stop expanding after being pushed back
Replies: 9
Views: 5141

Re: [Klonan] [2.0.77] Pentapods stop expanding after being pushed back

DevAudio wrote: Sat Aug 08, 2026 12:58 am I LOVED that I could push the pentapods back. I hated fighting them sooo much.
You can disable enemy expansions in map settings instead of relying on a bug.
by Osmo
Fri Aug 07, 2026 9:15 pm
Forum: Modding help
Topic: Possible to Modify Flying Text/Item Notifications ?
Replies: 2
Views: 204

Re: Possible to Modify Flying Text/Item Notifications ?

You can't really prevent it from appearing, but you can either clear them each tick using https://lua-api.factorio.com/latest/classes/LuaPlayer.html#clear_local_flying_texts , though this might make them appear for one tick in certain cases.
Or modify the locale so that it will be empty. The locales ...
by Osmo
Tue Aug 04, 2026 11:54 am
Forum: Resolved Problems and Bugs
Topic: [2.1.12] LuaGuiElement clicked_sprite and hovered_sprite overwrite each other
Replies: 2
Views: 328

[2.1.12] LuaGuiElement clicked_sprite and hovered_sprite overwrite each other

Steps to reproduce:

/c button = game.player.gui.screen.add{type = "sprite-button"}
/c button.sprite = "utility/close"
/c button.hovered_sprite = "utility/add"

At this point both hovering and clicking use the "utility/add" icon. This is fine as clicked_sprite is not set.

/c button.clicked ...
by Osmo
Mon Aug 03, 2026 11:27 pm
Forum: Modding discussion
Topic: Quality speed modules are also efficiency modules
Replies: 2
Views: 289

Re: Quality speed modules are also efficiency modules

I think you can make consumption affected by quality by setting this property to 1.0 https://lua-api.factorio.com/latest/pro ... multiplier
by Osmo
Mon Aug 03, 2026 2:48 pm
Forum: Modding discussion
Topic: What is the lane-splitter item?
Replies: 2
Views: 210

Re: What is the lane-splitter item?

They do exist in base game, but are hidden and available from the editor (/editor in chat)
by Osmo
Sat Aug 01, 2026 2:53 pm
Forum: Mod portal Discussion
Topic: "No category" description incorrectly states default.
Replies: 0
Views: 143

"No category" description incorrectly states default.

"No category" category says No category - Mods escaping the bounds of mod portal categorization. It's also the default for new mods.
However, when clicking "My mods" -> "Submit mod", the default value is clearly "Content" изображение.png
The statement about default should probably just be removed ...
by Osmo
Fri Jul 24, 2026 10:15 pm
Forum: Modding interface requests
Topic: Make collision-mask-util.lua use utility constant `default_collision_masks`
Replies: 1
Views: 357

Re: Make collision-mask-util.lua use utility constant `default_collision_masks`

Due to require changes in 2.1, the issue might be lessened, but it still exists.
All that would be needed to fix it is replacing

Code: Select all

local default_masks = require("collision-mask-defaults")
with

Code: Select all

local default_masks = data.raw["utility-constants"].default.default_collision_masks
by Osmo
Wed Jul 22, 2026 8:50 am
Forum: Not a bug
Topic: [2.1.12] List of surfaces does not extend into empty space
Replies: 2
Views: 324

Re: [2.1.12] List of surfaces does not extend into empty space

There is a button for adding a new platform which doesn't fit
by Osmo
Wed Jul 22, 2026 8:45 am
Forum: Modding interface requests
Topic: Ability to depend on Space Age resources without using Space Age mod itself
Replies: 7
Views: 733

Re: Ability to depend on Space Age resources without using Space Age mod itself

Shemp wrote: Wed Jul 22, 2026 1:07 am Having these paths work with require under the same condition is something I'm unsure about.
Require isn't required (pun intended), as lua files can be repackaged much more easily.
But graphics and sounds take up lots of space.
by Osmo
Tue Jul 21, 2026 7:19 pm
Forum: Modding interface requests
Topic: Ability to depend on Space Age resources without using Space Age mod itself
Replies: 7
Views: 733

Re: Ability to depend on Space Age resources without using Space Age mod itself

+1, i have mods that depended on saplib, and its not possible in 2.1 anymore.
On discord, there were suggestions about using __data__ as a valid path, for example __data__/space-age/graphics/whatever.png
by Osmo
Thu Jul 16, 2026 2:32 pm
Forum: Modding interface requests
Topic: Add custom spoilage categories
Replies: 23
Views: 1590

Re: Add custom spoilage categories

+1
by Osmo
Mon Jul 13, 2026 5:12 pm
Forum: Modding help
Topic: [2.1] Accessing Space Age resources with mod disabled
Replies: 1
Views: 227

Re: [2.1.10] Accessing Space Age resources with mod disabled

No, right now there is no way to do it.
Technically, it was a bug that this was allowed in the first place, and there may be security implications behind it.
So for now you need to depend on space age or repackage assets in your mod. Also, you can make a request for such a feature here: https ...
by Osmo
Thu Jul 09, 2026 4:55 pm
Forum: Modding help
Topic: custom gui in tips and tricks simulation
Replies: 2
Views: 245

Re: custom gui in tips and tricks simulation

What element are you trying to get position of? Only certain types of elements with certain content work. But for modded guis, you can place a child label with 0 size inside an element, and target it with get_widget_position by its caption, as a hack to make any element targetable.
by Osmo
Sat Jul 04, 2026 7:05 pm
Forum: Documentation Improvement Requests
Topic: Document allowable equipment types
Replies: 2
Views: 293

Re: Document allowable equipment types

As far as a i know, this is not a thing that happens with items, entities, or anything else, so adding it to just equipments will be weird.
by Osmo
Sat Jul 04, 2026 5:19 am
Forum: Modding discussion
Topic: Factorio 2.1 reversible pump
Replies: 3
Views: 410

Re: Factorio 2.1 reversible pump

Unfortunately, you don't.
You can only add it to the side by adding an element to https://lua-api.factorio.com/latest/cla ... l#relative using https://lua-api.factorio.com/latest/con ... nchor.html
by Osmo
Sat Jul 04, 2026 5:17 am
Forum: Implemented mod requests
Topic: Locking player to remote view
Replies: 7
Views: 598

Re: Locking player to remote view

Thank you!

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