+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 ...
Search found 338 matches
- Wed Aug 12, 2026 6:59 pm
- Forum: Modding interface requests
- Topic: Add LuaGuiElement type for InventorySlot?
- Replies: 3
- Views: 176
- 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
- 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 ...
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 ...
- 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
You can disable enemy expansions in map settings instead of relying on a bug.DevAudio wrote: Sat Aug 08, 2026 12:58 am I LOVED that I could push the pentapods back. I hated fighting them sooo much.
- 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 ...
Or modify the locale so that it will be empty. The locales ...
- 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 ...
/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 ...
- 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
- 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)
- 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 ...
However, when clicking "My mods" -> "Submit mod", the default value is clearly "Content" изображение.png
The statement about default should probably just be removed ...
- 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
with
All that would be needed to fix it is replacing
Code: Select all
local default_masks = require("collision-mask-defaults")Code: Select all
local default_masks = data.raw["utility-constants"].default.default_collision_masks- 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
- 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
- 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
On discord, there were suggestions about using __data__ as a valid path, for example __data__/space-age/graphics/whatever.png
- Thu Jul 16, 2026 2:32 pm
- Forum: Modding interface requests
- Topic: Add custom spoilage categories
- Replies: 23
- Views: 1590
- Thu Jul 16, 2026 11:47 am
- Forum: Modding interface requests
- Topic: fluid mixing prevention should take the maximum of minimum_temperature and minimum of maximum_temperature
- Replies: 1
- Views: 184
Re: fluid mixing prevention should take the maximum of minimum_temperature and minimum of maximum_temperature
This might be the same problem as this bug viewtopic.php?t=134184
- 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 ...
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 ...
- 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.
- 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.
- 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
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
- 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!