I'll lend my +1 to this as well.
Curiously, the "Space Age" tag does have some utility in its current incarnation, in that it can often indicate when a mod utilises DLC mechanics or requires the DLC for some other reason (e.g. Turbo Belt ), but otherwise doesn't depend on the main space-age ...
Search found 32 matches
- Fri May 01, 2026 2:00 pm
- Forum: Mod portal Discussion
- Topic: Give any mod that depends on space-age the space age category
- Replies: 5
- Views: 1568
- Sat Apr 11, 2026 8:09 pm
- Forum: Ideas and Suggestions
- Topic: Pipette in blueprint editing
- Replies: 1
- Views: 285
Re: Pipette in blueprint editing
You can Pipette from the Components list on the left-hand side, but I don't see why it shouldn't work from the main preview.
- Sat Apr 11, 2026 11:41 am
- Forum: Implemented mod requests
- Topic: localised description for shortcuts
- Replies: 11
- Views: 1890
Re: localised description for shortcuts
+1
Just to clarify, if you define a "spawn-item" shortcut, and both that item and the shortcut have a localised_description, what should happen?
Just to clarify, if you define a "spawn-item" shortcut, and both that item and the shortcut have a localised_description, what should happen?
- Mon Apr 06, 2026 2:16 am
- Forum: Fixed for 2.1
- Topic: [2.0.76] elem_tooltip with type "signal" only shows if signal_type is "virtual"
- Replies: 1
- Views: 277
[2.0.76] elem_tooltip with type "signal" only shows if signal_type is "virtual"
Very minor issue, it may even be intended behaviour, but I didn't find an existing thread so here it is.
To reproduce, open a Factorio world and run these commands:
/c x = game.player.gui.center.add{type="frame"}
/c x.style.width = 200
/c x.style.height = 200
/c x.elem_tooltip = {type = "signal ...
To reproduce, open a Factorio world and run these commands:
/c x = game.player.gui.center.add{type="frame"}
/c x.style.width = 200
/c x.style.height = 200
/c x.elem_tooltip = {type = "signal ...
- Wed Apr 01, 2026 7:10 pm
- Forum: Modding interface requests
- Topic: [2.0.12] Add LuaRecord.id and make LuaPlayer:cursor_record writable
- Replies: 2
- Views: 1015
Re: [2.0.12] Add LuaRecord.id and make LuaPlayer:cursor_record writable
I'm investigating how feasible it would be to add a feature like this for Compact Recipe Pins, for a similar purpose. I looked into Toolbars first to see if you had already done it, since it would be a more appropriate feature for that mod.
After seeing how constrained LuaRecord is in the API, I'll ...
After seeing how constrained LuaRecord is in the API, I'll ...
- Mon Mar 23, 2026 5:51 pm
- Forum: Ideas and Suggestions
- Topic: Option to search by mod in any search bar
- Replies: 1
- Views: 943
Re: Option to search by mod in any search bar
I can attest that, from experience in Minecraft, this would be very helpful even if it only checks the "created" mod according to prototypes.get_history .
It might be practical to restrict it to only working in a few specific GUIs, such as Factoriopedia, Settings, Controls, the player crafting menu ...
It might be practical to restrict it to only working in a few specific GUIs, such as Factoriopedia, Settings, Controls, the player crafting menu ...
- Fri Mar 13, 2026 5:37 pm
- Forum: Resolved Requests
- Topic: EventData "tick" field should be uint64 type
- Replies: 5
- Views: 692
EventData "tick" field should be uint64 type
Since game.tick is represented in the API as being 64-bit, and I've been told that the tick count is never intentionally truncated to 32-bits before being passed to events, all mentions of the "tick" field here and here should say that they're using the uint64 type.
The reason that I even thought ...
The reason that I even thought ...
- Wed Mar 04, 2026 6:20 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.21] Right click deconstruct not consistent
- Replies: 3
- Views: 1147
Re: [2.0.21] Right click deconstruct not consistent
+1
I would like to be able to pick up buildings / order deconstruction on individual entities when holding a blueprint in the cursor.
I would like to be able to pick up buildings / order deconstruction on individual entities when holding a blueprint in the cursor.
- Mon Mar 02, 2026 9:17 pm
- Forum: Bug Reports
- Topic: [2.0.76] elem_tooltip inside simulation appears next to system cursor, and can crash
- Replies: 0
- Views: 323
[2.0.76] elem_tooltip inside simulation appears next to system cursor, and can crash
I'm using Linux on the Wayland renderer if this matters.
Load the game with this debug mod and load any game world:
zzz-ShempDebug_0.1.0.zip
Two new Tips & Tricks items are added at the top of the list. In both, the simulation adds a LuaGuiElement to the top-left corner which has an elem ...
Load the game with this debug mod and load any game world:
zzz-ShempDebug_0.1.0.zip
Two new Tips & Tricks items are added at the top of the list. In both, the simulation adds a LuaGuiElement to the top-left corner which has an elem ...
- Sun Mar 01, 2026 1:59 pm
- Forum: Fixed for 2.1
- Topic: [boskid][2.0.69] inserter with fluid power source is not flippable
- Replies: 2
- Views: 1430
Re: [Genhis][2.0.69] inserter with fluid power source is not flippable
I believe this also affects labs, radars and mining drills.
Presumably this restriction somehow stems from the pumpjack not being flippable, but I can't find the code in the pumpjack prototype which specifies it should not be flippable. Does the game automatically forbid flipping on fluidboxes it ...
Presumably this restriction somehow stems from the pumpjack not being flippable, but I can't find the code in the pumpjack prototype which specifies it should not be flippable. Does the game automatically forbid flipping on fluidboxes it ...
- Thu Feb 26, 2026 6:01 pm
- Forum: Not a bug
- Topic: [2.0.47] Spidertron icons harder to see on map than tanks due to red/green overlay behaving differently for them
- Replies: 4
- Views: 1138
Re: [2.0.47] Spidertron icons harder to see on map than tanks due to red/green overlay behaving differently for them
I was going to make my own thread when I searched and found this one, so I'll add some useful information:
Changing the minimap_representation of the car like so causes its icon to be obscured by the logistics system zone:
data.raw.car.car.minimap_representation = data.raw["spider-vehicle ...
Changing the minimap_representation of the car like so causes its icon to be obscured by the logistics system zone:
data.raw.car.car.minimap_representation = data.raw["spider-vehicle ...
- Tue Feb 24, 2026 1:53 pm
- Forum: Modding interface requests
- Topic: Read-only access to files inside active mods
- Replies: 9
- Views: 1193
Re: Read-only access to files inside active mods
For the usecases listed here, it sounds better to me to expose that specific information (add mod thumbnail to SpritePath and so on), since we prefer higher level apis over lower level access.
I did consider making a request just to convert mods["base"] into a table. But this would break any ...
- Sat Feb 21, 2026 12:31 am
- Forum: Modding interface requests
- Topic: "Context" for selected_prototype in custom-inputs
- Replies: 3
- Views: 1556
Re: "Context" for selected_prototype in custom-inputs
Unfortunately that information simply isn't known and I can't see any viable way to get it with how the logic works now.
Is this still true in Factorio 2.0? I was considering making a suggestion for SelectedSlotData which would accompany SelectedPrototypeData in CustomInput events, to let the ...
- Thu Feb 19, 2026 12:42 pm
- Forum: Modding interface requests
- Topic: Read-only access to files inside active mods
- Replies: 9
- Views: 1193
Re: Read-only access to files inside active mods
I might be making this all up because I can't find the official documentation anywhere, but I remember reading that mods which only contain scenarios or localisation files are not required to be loaded by all players .
If this were true, that would mean it's currently possible to cause a desync ...
If this were true, that would mean it's currently possible to cause a desync ...
- Wed Feb 18, 2026 4:56 pm
- Forum: Modding interface requests
- Topic: Prerequisite technology trigger
- Replies: 0
- Views: 407
Prerequisite technology trigger
This would be a simple new type of trigger: PrerequisiteTechnologyTrigger , which only has type = "prerequisite" in its table.
Technologies with this trigger would automatically be completed for free when the final prerequisite is completed. If it's defined with an empty/nil prerequisites array, or ...
Technologies with this trigger would automatically be completed for free when the final prerequisite is completed. If it's defined with an empty/nil prerequisites array, or ...
- Tue Feb 17, 2026 7:22 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Incorrect description when viewing a driven vehicle remotely
- Replies: 4
- Views: 870
Re: [2.0.72] Incorrect description when viewing a driven vehicle remotely
I was about to post this as a bug report when I found that this thread already existed.
What the OP is alluding to is not that you should be able to control the vehicle, but that the wording on the description is incorrect.
It should instead say this when a player is physically inside the vehicle ...
What the OP is alluding to is not that you should be able to control the vehicle, but that the wording on the description is incorrect.
It should instead say this when a player is physically inside the vehicle ...
- Fri Feb 13, 2026 4:31 pm
- Forum: Modding interface requests
- Topic: Read-only access to files inside active mods
- Replies: 9
- Views: 1193
Re: Read-only access to files inside active mods
Thinking more about Rseding's question (reading in binary mode vs text mode), these are the main things I'd like to use these functions for:
Parsing JSON data from a file, or parsing other kinds of text file (e.g. locale files)
Checking if a certain asset is present (an image or sound file) and ...
Parsing JSON data from a file, or parsing other kinds of text file (e.g. locale files)
Checking if a certain asset is present (an image or sound file) and ...
- Fri Feb 13, 2026 4:02 pm
- Forum: Modding interface requests
- Topic: Read-only access to files inside active mods
- Replies: 9
- Views: 1193
Re: Read-only access to files inside mods
So functionally making “require” for non lua files and having it return them as a binary blob (string).
Yes that sounds correct, but it would work on any file (including LUA files). My reasoning is, if it's safe to run require on these files, why isn't it safe to run read_file ?
I don't know if ...
- Fri Feb 13, 2026 3:02 pm
- Forum: Modding interface requests
- Topic: Read-only access to files inside active mods
- Replies: 9
- Views: 1193
Re: Read-only access to files inside mods
Crucially, these functions have exactly the same restrictions as require , except it works on all filenames not just LUA files. You can't use them for files in script-output etc. require currently doesn't break determinism, so neither should these functions.
It's only supposed to work on files ...
- Fri Feb 13, 2026 2:30 pm
- Forum: Modding interface requests
- Topic: Read-only access to files inside active mods
- Replies: 9
- Views: 1193
Read-only access to files inside active mods
Sorry if this is an exhausted topic, I did try using search and I couldn't find a thread that was exactly the same.
I'm suggesting two functions for LuaHelpers, and they would probably only work in the Prototype stage:
file_exists : Returns true if the filepath contains a file.
read_file ...
I'm suggesting two functions for LuaHelpers, and they would probably only work in the Prototype stage:
file_exists : Returns true if the filepath contains a file.
read_file ...