Search found 65 matches

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: 0
Views: 49

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 ...
by Shemp
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 ...
by Shemp
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.
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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.
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...

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