I would like an event when a player clicks on a Pin to jump to its location in Remote View. This would be similar to on_player_clicked_gps_tag , but would return the LuaPin instead.
This would nicely complement the recently added LuaPin interface.
-------------------------
It may also be useful ...
Search found 83 matches
- Wed Sep 16, 2026 1:18 pm
- Forum: Modding interface requests
- Topic: Event for when a player clicks to view a Pin
- Replies: 0
- Views: 53
- Tue Sep 08, 2026 11:00 pm
- Forum: Outdated/Not implemented
- Topic: Make copy recipe keybind work on item GUI's
- Replies: 2
- Views: 240
Re: Make copy recipe keybind work on item GUI's
I made a mod, Compact Recipe Pins , following a similar motivation of keeping track of recipes and assigning them to machines.
The Factorio 2.1 version of the mod has a feature that does almost exactly what you want (Quick recipe copy), except you can't bind it to Shift + RMB because that would ...
The Factorio 2.1 version of the mod has a feature that does almost exactly what you want (Quick recipe copy), except you can't bind it to Shift + RMB because that would ...
- Mon Sep 07, 2026 11:03 pm
- Forum: Not a bug
- Topic: [2.1.17] Quality roll does not occur if next quality is Normal
- Replies: 1
- Views: 219
[2.1.17] Quality roll does not occur if next quality is Normal
I have defined an additional quality "Poor", whose next quality is Normal. Quality module 1 is changed to have +100% quality.
I suspect that qualities that come before Normal in the chain may be explicitly unsupported by the engine, but the docs aren't clear about this.
zzz-ShempDebug_0.2.1.zip ...
I suspect that qualities that come before Normal in the chain may be explicitly unsupported by the engine, but the docs aren't clear about this.
zzz-ShempDebug_0.2.1.zip ...
- Fri Sep 04, 2026 5:57 pm
- Forum: Implemented Suggestions
- Topic: Add button for the Alerts Configuration gui
- Replies: 9
- Views: 944
Re: Add button for the Alerts Configuration gui
Crazy necro but was this button ever added? On our playthrough we've built a perimeter wall so aren't worried about biter expansion alerts that keep going off. I didn't know about the /alerts command until finding this thread and can't find any button in the game to open this gui
It's now ...
- Thu Sep 03, 2026 1:00 pm
- Forum: Modding interface requests
- Topic: More Generic Ways to Implement Quality Values in Prototypes
- Replies: 1
- Views: 168
Re: More Generic Ways to Implement Quality Values in Prototypes
+1, having a separate "quality_expression" field with a MathExpression as a fallback feels quite natural to me.
- Thu Sep 03, 2026 12:54 pm
- Forum: Ideas and Suggestions
- Topic: Support for Negative Productivity
- Replies: 1
- Views: 213
Re: Support for Negative Productivity
I am amused by the idea of the productivity bar filling up backwards (i.e. from right to left).
For now, if you want to implement this sort of effect, you can restrict the recipe to a building that has base productivity, and balance that recipe's product amounts accordingly.
For now, if you want to implement this sort of effect, you can restrict the recipe to a building that has base productivity, and balance that recipe's product amounts accordingly.
- Tue Aug 25, 2026 4:48 pm
- Forum: Ideas and Suggestions
- Topic: Tips and Tricks item for "Open Factoriopedia"
- Replies: 0
- Views: 176
Tips and Tricks item for "Open Factoriopedia"
TL;DR
A Tips and Tricks item in the "base" mod to show opening Factoriopedia using the keybind while hovering an object.
What?
This new entry in Tips and Tricks would be at the top level below "Entity pipette" and "Additional info (Alt-mode)".
The simulation would have a few different types of ...
A Tips and Tricks item in the "base" mod to show opening Factoriopedia using the keybind while hovering an object.
What?
This new entry in Tips and Tricks would be at the top level below "Entity pipette" and "Additional info (Alt-mode)".
The simulation would have a few different types of ...
- Mon Aug 24, 2026 6:46 pm
- Forum: Not a bug
- Topic: [2.1.15] get_widget_position on "quickbar-slot" type doesn't succeed when missing "quality" in filter table
- Replies: 1
- Views: 230
[2.1.15] get_widget_position on "quickbar-slot" type doesn't succeed when missing "quality" in filter table
This is a loose follow-up to 134386 and the rework of LuaSimulation::get_widget_position .
Steps to reproduce :
zzz-ShempDebug_0.2.1.zip
Download the reproduction mod above.
Enter a game world and view the "Entity pipette" Tips and Tricks item.
The simulation will fail after placing the ...
Steps to reproduce :
zzz-ShempDebug_0.2.1.zip
Download the reproduction mod above.
Enter a game world and view the "Entity pipette" Tips and Tricks item.
The simulation will fail after placing the ...
- Wed Aug 19, 2026 1:52 pm
- Forum: Modding interface requests
- Topic: Add Factoriopedia Recipe Category Group prototype
- Replies: 9
- Views: 1394
Re: Add Factoriopedia Recipe Category Group prototype
+1, if only to have more control of what is classed as a "barrel" recipe. I'm uncertain about the "recipe category groups" implementation.
I will note that currently "Fill barrel" and "Empty barrel recipes" are decided based on their subgroup and not their categories , so if a new system did ...
I will note that currently "Fill barrel" and "Empty barrel recipes" are decided based on their subgroup and not their categories , so if a new system did ...
- Wed Aug 19, 2026 12:47 am
- Forum: Resolved Problems and Bugs
- Topic: [2.1.14] Personal construction bots repeatedly attempt and fail to build "neutral" force ghosts
- Replies: 1
- Views: 789
[2.1.14] Personal construction bots repeatedly attempt and fail to build "neutral" force ghosts
To reproduce:
Enter a standard Factorio world, just the base mod is enough.
Equip Power armor and a Personal roboport, a power source for the armor, and place Construction bots in your inventory.
Give your character a bunch of Assembling machine 1s.
Run the following command to spawn a ghost ...
Enter a standard Factorio world, just the base mod is enough.
Equip Power armor and a Personal roboport, a power source for the armor, and place Construction bots in your inventory.
Give your character a bunch of Assembling machine 1s.
Run the following command to spawn a ghost ...
- Wed Aug 12, 2026 12:35 am
- Forum: Modding interface requests
- Topic: LuaGuiElement Inventory filter slots
- Replies: 5
- Views: 444
Re: LuaGuiElement Inventory filter slots
+1. The fact that slots don't inherit their appearance from the target inventory (by default) almost seems like a misfeature, especially because a filtered slot will prevent users from placing non-matching items into it, and it's up to the modder to take care of marking it.
- Wed Aug 12, 2026 12:14 am
- Forum: Modding interface requests
- Topic: Add sprite faded_percent to LuaGuiElement
- Replies: 3
- Views: 266
Re: Add sprite faded_percent to LuaGuiElement
+1, I would like this for Buckets.
You can make the sprite kind of fade out by setting button.enabled = false, but this turns the background grey and doesn't play well with the "red_inventory_slot" style.
You can make the sprite kind of fade out by setting button.enabled = false, but this turns the background grey and doesn't play well with the "red_inventory_slot" style.
- Sat Aug 08, 2026 1:34 pm
- Forum: Bug Reports
- Topic: [2.1.14] Tips and Tricks item image doesn't draw properly when opened via rich-text
- Replies: 0
- Views: 847
[2.1.14] Tips and Tricks item image doesn't draw properly when opened via rich-text
Load the game with this reproduction mod and enter any world:
zzz-ShempDebug_0.2.1.zip
The mod adds a new Tips and Tricks item, named test-tip , which uses the image property to show an image instead of a simulation.
Type this line into chat to create a rich-text link to the tip:
[tip=test ...
zzz-ShempDebug_0.2.1.zip
The mod adds a new Tips and Tricks item, named test-tip , which uses the image property to show an image instead of a simulation.
Type this line into chat to create a rich-text link to the tip:
[tip=test ...
- Fri Aug 07, 2026 4:12 pm
- Forum: Implemented Suggestions
- Topic: Add button for the Alerts Configuration gui
- Replies: 9
- Views: 944
Re: Add button for the Alerts Configuration gui
+1
The side menu (above the minimap with the Factoriopedia button, Trains, Achievements etc.) could also be a nice place for this, since the alert indicator isn't visible at all times.
I'll add that it is not currently possible to open this window via script, you have to run /alerts .
player ...
The side menu (above the minimap with the Factoriopedia button, Trains, Achievements etc.) could also be a nice place for this, since the alert indicator isn't visible at all times.
I'll add that it is not currently possible to open this window via script, you have to run /alerts .
player ...
- Wed Aug 05, 2026 11:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.13] Fluids don't show recycling recipes in Factoriopedia unless merged with a recipe
- Replies: 1
- Views: 554
[2.1.13] Fluids don't show recycling recipes in Factoriopedia unless merged with a recipe
This might be related to the secondary bug I snuck into 132572 , but this is the proper report.
Load the game with this reproduction mod and the Recycler mod for comparison:
zzz-ShempDebug_0.2.1.zip
This mod creates a machine, the "Fluid guzzler", which has fluid recycling recipes for every ...
Load the game with this reproduction mod and the Recycler mod for comparison:
zzz-ShempDebug_0.2.1.zip
This mod creates a machine, the "Fluid guzzler", which has fluid recycling recipes for every ...
- Tue Aug 04, 2026 7:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.12] Recipe rich-text does not show full tooltip when paired with quality selector
- Replies: 1
- Views: 469
[2.1.12] Recipe rich-text does not show full tooltip when paired with quality selector
Posting [recipe=electronic-circuit] into the chat window creates rich-text that you can click, and has that recipe's tooltip.
recipe-standard.png
Posting [recipe=electronic-circuit,quality=uncommon] to refer to the Uncommon version of the recipe will cause the tooltip to be incomplete, showing ...
recipe-standard.png
Posting [recipe=electronic-circuit,quality=uncommon] to refer to the Uncommon version of the recipe will cause the tooltip to be incomplete, showing ...
- Tue Aug 04, 2026 1:28 pm
- Forum: Resolved for the next release
- Topic: [Genhis][2.0.77] Utility constants related to vignettes do nothing
- Replies: 4
- Views: 786
Re: [Genhis][2.0.77] Utility constants related to vignettes do nothing
I did some investigating to see whether this is an issue specific to my setup, and when this might have changed.
Here is a comparison between Factorio 2.0.20 and 2.0.41 (both using the non-expansion install, so there's no expansion_shaders to think about):
vignette-2.0.20.png
vignette-2.0.41 ...
Here is a comparison between Factorio 2.0.20 and 2.0.41 (both using the non-expansion install, so there's no expansion_shaders to think about):
vignette-2.0.20.png
vignette-2.0.41 ...
- Tue Aug 04, 2026 12:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.12] LuaGuiElement clicked_sprite and hovered_sprite overwrite each other
- Replies: 2
- Views: 411
Re: [2.1.12] LuaGuiElement clicked_sprite and hovered_sprite overwrite each other
I'll add that in the above example, button.hovered_sprite would be readable from Lua as "utility/add" despite not being displayed on the button.
In Factorio 1.1.110, clicked_sprite and hovered_sprite are completely distinct from each other, but there is no default assignment behaviour between them ...
In Factorio 1.1.110, clicked_sprite and hovered_sprite are completely distinct from each other, but there is no default assignment behaviour between them ...
- Sat Aug 01, 2026 4:31 pm
- Forum: Modding interface requests
- Topic: Unify side menu and map overlay buttons with the Shortcuts system
- Replies: 1
- Views: 254
Unify side menu and map overlay buttons with the Shortcuts system
This request could be considered an extension of 684528 and half of 694271 .
I would like for the buttons in the side menu (also called "Panels" by the game) and the buttons below the minimap in Remote View (which toggle map overlays) to be extensible using ShortcutPrototype .
side-menu.png ...
I would like for the buttons in the side menu (also called "Panels" by the game) and the buttons below the minimap in Remote View (which toggle map overlays) to be extensible using ShortcutPrototype .
side-menu.png ...
- Sat Aug 01, 2026 3:36 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement.open_elem() (choose-elem-button)
- Replies: 4
- Views: 1838
Re: LuaGuiElement.open_elem() (choose-elem-button)
+1, I would like this for Filter Behind the Item.