Search found 32 matches

by Shemp
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

Re: Give any mod that depends on space-age the space age category

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 ...
by Shemp
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.
by Shemp
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?
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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.
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...

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