TL;DR
Holding an item in hand, middle-clicking in inventory should set it as a filter slot.
What?
05-19-2026, 22-36-09.png
In image i'm holding the modded coin item, but when i middle-clicked it the slot went bricks. It would filter bricks even if i wasn't holding anything in hand.
Why ...
Search found 540 matches
- Tue May 19, 2026 7:40 pm
- Forum: Ideas and Suggestions
- Topic: Setting filter based on item held in hand
- Replies: 0
- Views: 80
- Mon May 04, 2026 11:17 pm
- Forum: Modding help
- Topic: collisions
- Replies: 9
- Views: 5071
Re: collisions
Since search engines still find this, updated info on collision layers is there:
https://github.com/wube/factorio-data/b ... layers.lua
Most notably "player-layer" is atm just "player".
https://github.com/wube/factorio-data/b ... layers.lua
Most notably "player-layer" is atm just "player".
- Fri May 01, 2026 8:42 pm
- Forum: Ideas and Suggestions
- Topic: Delete mod settings of a single mod
- Replies: 2
- Views: 247
Re: Delete mod settings of a single mod
I did not even notice. I changed the mod's lua file to not call the error() at all and fixed it that way.
But now that you mention it, image is still in imgur:

It is actually almost invisible, and i don't wonder i missed it. It's like part of the error text content.
But now that you mention it, image is still in imgur:

It is actually almost invisible, and i don't wonder i missed it. It's like part of the error text content.
- Fri May 01, 2026 8:11 pm
- Forum: Ideas and Suggestions
- Topic: Delete mod settings of a single mod
- Replies: 2
- Views: 247
Delete mod settings of a single mod
TL;DR
Would be handy to be able to reset settings of a single mod that refuses to load to main menu.
What?
There could be a button in Mods menu ingame, after selecting a mod to delete its settings from mod-settings.dat. When you install some mod, it may have some old settings that make it ...
Would be handy to be able to reset settings of a single mod that refuses to load to main menu.
What?
There could be a button in Mods menu ingame, after selecting a mod to delete its settings from mod-settings.dat. When you install some mod, it may have some old settings that make it ...
- Fri Apr 10, 2026 1:55 am
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 93
- Views: 69880
Re: [MOD 0.17] VehicleSnap
The point is not wether i want to use arctan or not, i already calculated that with it even using AI and Wolfram Alpha on the math. The problem is that Factorio is a tile based game and everything is not practically moving exactly as math would make you expect to, based on rounding and whatnot ...
- Sun Feb 01, 2026 12:50 am
- Forum: Ideas and Suggestions
- Topic: UI rounded corners
- Replies: 2
- Views: 485
Re: UI rounded corners
I believe you can just change the textures to achieve that, PNG format is known to contain alpha. They may not be clickthrough but that's not usually important for the couple transparent pixels. What would a setting do anyway, or how would that be enough to customize what kind of rounding you want ...
- Sun Feb 01, 2026 12:44 am
- Forum: Ideas and Suggestions
- Topic: Throwing grenades towards cursor at max range
- Replies: 0
- Views: 403
Throwing grenades towards cursor at max range
TL;DR
Holding right-click should always throw a held grenades ( and other throwable weapons! ) towards cursor, landing to ground at max throw range.
What?
Currently it is quite some work trying to keep cursor inside that circle while driving around a cluster of spawners and occasionally using ...
Holding right-click should always throw a held grenades ( and other throwable weapons! ) towards cursor, landing to ground at max throw range.
What?
Currently it is quite some work trying to keep cursor inside that circle while driving around a cluster of spawners and occasionally using ...
- Sat Dec 20, 2025 5:51 am
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 93
- Views: 69880
Re: [MOD 0.17] VehicleSnap
That looks more like its own fork, not a patch ;) I wasn't thinking of changing to whole mod so much for this little topic. I don't mind you/others releasing forks if they want, would be kind to mention my mod though if it was used as a base though.
Yeah you can set a line towards a goal, but what ...
Yeah you can set a line towards a goal, but what ...
- Thu Dec 18, 2025 10:17 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 93
- Views: 69880
Re: [MOD 0.17] VehicleSnap
It's impossible to get it accurate, you can try. The mathematical value for it would take you like 100m away at that distance.Egor wrote: Thu Dec 18, 2025 5:39 pm Indeed, in "Sandbox" mode, after driving forward for 10 km I found myself 10 m away from imaginary half-diagonal railway.
- Fri Dec 12, 2025 10:15 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 93
- Views: 69880
Re: [MOD 0.17] VehicleSnap
Why estimating the angle instead of using its exact value?
As you have noticed, it is "1:2 triangular ratio", so in Lua it may be calculated as
local rail_est = math.atan(1/2) / (2*math.pi) -- approx 0.0737918
Because when i tried with 0.07386350632 earlier vs your 0.0737918, my earlier ...
- Wed Nov 26, 2025 5:36 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 93
- Views: 69880
Re: [MOD 0.17] VehicleSnap
Given the above, it would be amazing if you re-posted that picture, but with show-tile-grid on !
I edited the previous post, it includes grid now. I need it myself too to find out actual angles, unless there is a list for those numbers somewhere?
I also did a test of the angle table with Unity ...
- Sun Sep 14, 2025 4:21 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 93
- Views: 69880
Re: [MOD 0.17] VehicleSnap
I'm not sure how i feel about the patch as in including it in or not. It's true the angles between cardinals and diagonals are off, i took a little screenshot of current rails:
rail-angles.png
Your math is also something i don't follow :P
My thought after was to record those key angles into a ...
rail-angles.png
Your math is also something i don't follow :P
My thought after was to record those key angles into a ...
- Sun Sep 14, 2025 2:25 pm
- Forum: Ideas and Suggestions
- Topic: Keep underground belt direction when replacing
- Replies: 0
- Views: 412
Keep underground belt direction when replacing
TL;DR
Placing a different tier underground belt over another underground belt should not change the direction of the one in hand when replacing a whole pair .
What?
It is understandable that if you are building the underground belts you do them in pairs, entrance and exit. But when you click ...
Placing a different tier underground belt over another underground belt should not change the direction of the one in hand when replacing a whole pair .
What?
It is understandable that if you are building the underground belts you do them in pairs, entrance and exit. But when you click ...
- Thu Jun 12, 2025 11:28 pm
- Forum: Ideas and Suggestions
- Topic: How to get old map key functionality?
- Replies: 15
- Views: 4297
Re: How to get old map key functionality?
I have a fix for you in a form of a mod if interested; PersistentZoom:
https://mods.factorio.com/mod/PersistentZoom
https://mods.factorio.com/mod/PersistentZoom
- Wed Feb 19, 2025 11:12 am
- Forum: Gameplay Help
- Topic: Thruster fluid behavior
- Replies: 12
- Views: 3399
Re: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
Did you read Raiguard's post just before yours? Basically connecting thrusters together like that is not allowed anymore, it just won't work by design. Fluid mixing is no longer a thing, if there is 2 different fluids then the one that is lower amount is erased from existence.
Hi Zaflis ...
- Wed Feb 19, 2025 10:31 am
- Forum: Gameplay Help
- Topic: Thruster fluid behavior
- Replies: 12
- Views: 3399
Re: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
Did you read Raiguard's post just before yours? Basically connecting thrusters together like that is not allowed anymore, it just won't work by design. Fluid mixing is no longer a thing, if there is 2 different fluids then the one that is lower amount is erased from existence.
- Thu Feb 06, 2025 12:39 pm
- Forum: Ideas and Suggestions
- Topic: Show "Quality Limit: 0%"
- Replies: 3
- Views: 1044
Re: Show "Quality Limit: 0%"
There is no negative quality, 0% is lowest effect it can have. Even then the spoilage isn't some % based but by quality rank the item is given, common, uncommon, rare...trancexpress wrote: Tue Feb 04, 2025 6:54 am Does negative quality increase starting spoilage percentage when an item is crafted?
- Thu Feb 06, 2025 12:35 pm
- Forum: Ideas and Suggestions
- Topic: Show "Pollution: -%" for Efficiency module
- Replies: 3
- Views: 862
Re: Show "Pollution: -%" for Efficiency module
So there are at least these 2 options or both:
1) Changing the tooltip text for efficiency modules, clearly saying that reducing energy cost also reduces pollution.
2) New page or 2 to ingame tips about pollution. I just now did a word search in tips with "poll" and it came out nothing.
1) Changing the tooltip text for efficiency modules, clearly saying that reducing energy cost also reduces pollution.
2) New page or 2 to ingame tips about pollution. I just now did a word search in tips with "poll" and it came out nothing.
- Thu Feb 06, 2025 12:15 pm
- Forum: Ideas and Suggestions
- Topic: Totals for production graphs
- Replies: 0
- Views: 469
Totals for production graphs
TL;DR
It would be nice to see for example total (or average?) pollution produced in the timeline, because it is hard to tell your progress from several separated curves.
What?
While the idea doesn't only apply to pollution, it can be useful for at least kills graphs, pollution is where it makes ...
It would be nice to see for example total (or average?) pollution produced in the timeline, because it is hard to tell your progress from several separated curves.
What?
While the idea doesn't only apply to pollution, it can be useful for at least kills graphs, pollution is where it makes ...
- Tue Jan 28, 2025 4:42 am
- Forum: Modding help
- Topic: fuel_icon graphics can't be replaced
- Replies: 1
- Views: 640
fuel_icon graphics can't be replaced
I have a topic here with more details:
https://mods.factorio.com/mod/SmoothWarnings/discussion/67965619fc69550437e08a48
data.raw["utility-sprites"]["default"].fuel_icon = {
filename = "__SmoothWarnings__/graphics/fuel-icon-red.png",
priority = "extra-high",
width = 64,
height = 64,
flags ...
https://mods.factorio.com/mod/SmoothWarnings/discussion/67965619fc69550437e08a48
data.raw["utility-sprites"]["default"].fuel_icon = {
filename = "__SmoothWarnings__/graphics/fuel-icon-red.png",
priority = "extra-high",
width = 64,
height = 64,
flags ...