Search found 83 matches

by Shemp
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

Event for when a player clicks to view a Pin

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 ...
by Shemp
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Forum: Outdated/Not implemented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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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.
by Shemp
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.
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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.
by Shemp
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.
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...

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