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 ...
Search found 65 matches
- Sat Aug 01, 2026 4:31 pm
- Forum: Modding interface requests
- Topic: Unify side menu and map overlay buttons with the Shortcuts system
- Replies: 0
- Views: 49
- Sat Aug 01, 2026 3:36 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement.open_elem() (choose-elem-button)
- Replies: 4
- Views: 1705
Re: LuaGuiElement.open_elem() (choose-elem-button)
+1, I would like this for Filter Behind the Item.
- Fri Jul 31, 2026 11:11 pm
- Forum: Modding interface requests
- Topic: Read if controls have keys bound to them in locale or in general
- Replies: 3
- Views: 541
Re: Read if controls have keys bound to them in locale or in general
+1, although I imagine being able to read controls directly in Lua would lead to de-syncs, so if you wanted to go down that path it would be a request_translation type of situation.
I wonder how you would implement this. It is useful to show "Not set" in some contexts.
Perhaps a __CONTROL_SET ...
I wonder how you would implement this. It is useful to show "Not set" in some contexts.
Perhaps a __CONTROL_SET ...
- Mon Jul 27, 2026 7:12 pm
- Forum: Modding interface requests
- Topic: set cursor to a blueprint record
- Replies: 1
- Views: 153
Re: set cursor to a blueprint record
+1, although I think this is a duplicate of 118595.
- Mon Jul 27, 2026 3:59 pm
- Forum: Resolved for the next release
- Topic: [2.1.12] quality_min/change have misleading tooltips when used in combination
- Replies: 2
- Views: 247
[2.1.12] quality_min/change have misleading tooltips when used in combination
When you assign either of these properties on a recipe product, viewing the tooltips in Factoriopedia suggests that quality_min is applied both before and after the quality_change step.
quality-change.png
quality-min.png
Reproduction mod with the following contents in data-updates.lua:
zzz ...
quality-change.png
quality-min.png
Reproduction mod with the following contents in data-updates.lua:
zzz ...
- Sat Jul 25, 2026 2:46 pm
- Forum: Ideas and Suggestions
- Topic: Simple Ship Drive
- Replies: 17
- Views: 4438
Re: Simple Ship Drive
+1. I know the game is supposed to be about automation, but this is the kind of nice usability improvement that I would have expected in 2.1, and I don't look forward to playing with 20+ modded planets and having to set up schedule interrupts for every one of them! :lol:
I have made a little mod ...
I have made a little mod ...
- Wed Jul 22, 2026 1:07 am
- Forum: Modding interface requests
- Topic: Ability to depend on Space Age resources without using Space Age mod itself
- Replies: 7
- Views: 594
Re: Ability to depend on Space Age resources without using Space Age mod itself
On discord, there were suggestions about using __data__ as a valid path, for example __data__/space-age/graphics/whatever.png
Looking at the FileName documentation , I feel like having
__quality__
__recycler__
__elevated-rails__
__space-age__
work when expansion_required is true ...
- Mon Jul 20, 2026 1:41 pm
- Forum: Not a bug
- Topic: [2.1.11] Recipe ignores localised_name of derived main_product when its internal name differs
- Replies: 1
- Views: 159
[2.1.11] Recipe ignores localised_name of derived main_product when its internal name differs
When declaring a RecipePrototype whose internal name is different to that of the explicitly declared main_product , or implicitly derived from having a sole result, the localised_name of the main_product is ignored and not inherited.
In Factorio 1.1 this did work, but in 2.0/2.1 it has stopped ...
In Factorio 1.1 this did work, but in 2.0/2.1 it has stopped ...
- Sun Jul 19, 2026 7:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.11] "inventory" LuaGuiElement always draws a second row even if all slots fit into one
- Replies: 2
- Views: 233
[2.1.11] "inventory" LuaGuiElement always draws a second row even if all slots fit into one
Steps to reproduce:
Enter a world and place a Requester chest
Hover over the chest and run
/c chest = game.player.selected
Create a mod GUI inventory with the commands
/c frame = game.player.gui.screen.add{type = "frame", caption = "Test"}
/c inv = frame.add{type = "inventory", slots_per ...
Enter a world and place a Requester chest
Hover over the chest and run
/c chest = game.player.selected
Create a mod GUI inventory with the commands
/c frame = game.player.gui.screen.add{type = "frame", caption = "Test"}
/c inv = frame.add{type = "inventory", slots_per ...
- Sun Jul 19, 2026 7:11 pm
- Forum: Minor issues
- Topic: [2.1.11] Bar on "inventory" LuaGuiElement is not drawn with custom empty_slot sprite
- Replies: 1
- Views: 152
[2.1.11] Bar on "inventory" LuaGuiElement is not drawn with custom empty_slot sprite
Steps to reproduce:
Enter a world and place a Requester chest
Hover over the chest and run
/c chest = game.player.selected
Create a mod GUI inventory with the commands
/c frame = game.player.gui.screen.add{type = "frame", caption = "Test"}
/c inv = frame.add{type = "inventory", slots_per ...
Enter a world and place a Requester chest
Hover over the chest and run
/c chest = game.player.selected
Create a mod GUI inventory with the commands
/c frame = game.player.gui.screen.add{type = "frame", caption = "Test"}
/c inv = frame.add{type = "inventory", slots_per ...
- Sun Jul 12, 2026 2:30 pm
- Forum: Assigned
- Topic: [raiguard][2.1.9] Fluid is destroyed when a tank is removed from a pipeline
- Replies: 5
- Views: 871
Re: [2.1.9] Fluid is destroyed when a tank is removed from a pipeline
This is probably related to how this bug, 132492 , was fixed from 2.0.
When using the Deconstruction planner in 2.0, all of the fluid would spread into the rest of the segment if possible, or be voided. So a storage tank marked for deconstruction would always be completely empty by the time a robot ...
When using the Deconstruction planner in 2.0, all of the fluid would spread into the rest of the segment if possible, or be voided. So a storage tank marked for deconstruction would always be completely empty by the time a robot ...
- Wed Jul 08, 2026 1:20 pm
- Forum: Modding interface requests
- Topic: Control over how LuaEntity::set_recipe and copy_settings deal with removed items
- Replies: 0
- Views: 170
Control over how LuaEntity::set_recipe and copy_settings deal with removed items
When you change an assembling machine recipe using its GUI in-game, or copy/paste settings from another assembler, the game handles the items that were inside the machine in one of two ways:
If you're in character mode, it tries to put the items in your inventory, and spills them at your feet if ...
If you're in character mode, it tries to put the items in your inventory, and spills them at your feet if ...
- Wed Jul 08, 2026 1:05 pm
- Forum: Modding interface requests
- Topic: Sprite button quality - Ability to display any icon as a "quality"
- Replies: 1
- Views: 185
Re: Sprite button quality - Ability to display any icon as a "quality"
You could also add another Sprite as a child element of the original SpriteButton. You can use a style or fix it inside a table to make it draw in the corner.
- Thu Jul 02, 2026 12:19 am
- Forum: Resolved Problems and Bugs
- Topic: [2.1.9] LuaEntity::get_fluid_filter errors when trying to query fluid-wagon
- Replies: 1
- Views: 298
[2.1.9] LuaEntity::get_fluid_filter errors when trying to query fluid-wagon
Fluid wagons have a fluids_count of 1, and it's usually safe to run get_fluid_* functions on an entity if their fluids_count is positive and the provided index falls within the bounds. (And get_fluid_segment_* functions are safe if you check that has_fluid_segment() is true.)
You can reproduce this ...
You can reproduce this ...
- Mon Jun 29, 2026 5:23 pm
- Forum: Modding interface requests
- Topic: An equivalent to LuaRecipePrototype::get_product_quality for rocket_launch_products
- Replies: 1
- Views: 193
Re: An equivalent to LuaRecipePrototype::get_product_quality for rocket_launch_products
I wrote a (bad) implementation of this in Lua which accepts any ItemProduct obtained at runtime, which you can use in the likely event that this request doesn't get added. :lol:
--[[ getProductQuality: LuaQualityPrototype/string, LuaForce?,
QualityID?, QualityID?, uint32 ...
--[[ getProductQuality: LuaQualityPrototype/string, LuaForce?,
QualityID?, QualityID?, uint32 ...
- Sat Jun 27, 2026 7:28 pm
- Forum: Modding interface requests
- Topic: An equivalent to LuaRecipePrototype::get_product_quality for rocket_launch_products
- Replies: 1
- Views: 193
An equivalent to LuaRecipePrototype::get_product_quality for rocket_launch_products
Factorio 2.1 added the ability for recipes to require/produce items that have a different quality to the recipe's quality, and LuaRecipePrototype has handy functions for ingredients and products to calculate their quality at runtime.
Since 2.0, it is possible to launch quality items to orbit in a ...
Since 2.0, it is possible to launch quality items to orbit in a ...
- Fri Jun 26, 2026 6:43 pm
- Forum: Bug Reports
- Topic: [2.1.8] LuaSimulation::get_widget_position cannot locate recipe items inside Factoriopedia
- Replies: 0
- Views: 127
[2.1.8] LuaSimulation::get_widget_position cannot locate recipe items inside Factoriopedia
zzz-ShempDebug_0.2.1.zip
zzz-ShempDebug_0.1.0.zip
Version 0.1.0 of the reproduction mod runs in Factorio 2.0.77 and produces the expected behaviour. Version 0.2.1 of the mod runs in Factorio 2.1.8 and produces incorrect behaviour. The two mods are identical except for info.json .
The mods ...
zzz-ShempDebug_0.1.0.zip
Version 0.1.0 of the reproduction mod runs in Factorio 2.0.77 and produces the expected behaviour. Version 0.2.1 of the mod runs in Factorio 2.1.8 and produces incorrect behaviour. The two mods are identical except for info.json .
The mods ...
- Tue Jun 23, 2026 4:40 pm
- Forum: Implemented mod requests
- Topic: Provide a way to clear LuaPlayer::entity_copy_source
- Replies: 4
- Views: 1123
Re: Provide a way to clear LuaPlayer::entity_copy_source
I just want to quickly note that this feature seems to be present and working in 2.1.7 at a basic level, but it is not currently documented as being writeable .
I have not yet tested the behaviour I talked about in my previous post.
EDIT: As stated in the reply below, it is in fact documented and ...
I have not yet tested the behaviour I talked about in my previous post.
EDIT: As stated in the reply below, it is in fact documented and ...
- Tue Jun 23, 2026 4:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.7] LuaGuiElement::scroll_to_* methods do not work on scroll-pane
- Replies: 1
- Views: 439
[2.1.7] LuaGuiElement::scroll_to_* methods do not work on scroll-pane
Attempting to call one of the directional scroll_to_* methods on a scroll-pane element produces this error:
scroll_to_errors.png
This reads:
Cannot execute command. Error: Only callable on text-box.
But the documentation page says they should all work with scroll-pane .
I tested scroll_to ...
scroll_to_errors.png
This reads:
Cannot execute command. Error: Only callable on text-box.
But the documentation page says they should all work with scroll-pane .
I tested scroll_to ...
- Tue Jun 23, 2026 1:39 pm
- Forum: Implemented Suggestions
- Topic: Split Recycling from the Quality mod
- Replies: 7
- Views: 1185
Re: Split Recycling from the Quality mod
Now that I've been able to get my hands on the 2.1 Experimental and inspect the Quality mod's source for myself, I encourage you to make "recycling" a recommended dependency instead of mandatory.
There is no part of Quality's code that references "recycling" or "recycler". Altering the dependency ...
There is no part of Quality's code that references "recycling" or "recycler". Altering the dependency ...