Under the properties for the .add() method of a LuaGuiElement, when type = 'choose-elem-button`, there should be mention of a property of "space-location", because otherwise buttons that use the elem_type of "space_location" won't be able to display on the button the icon for said location.
https ...
Search found 53 matches
- Wed Jul 09, 2025 2:37 pm
- Forum: Resolved Requests
- Topic: Add "space-location" to the 'choose-elem-button' properties in the .add() function in LuaGuiElement
- Replies: 1
- Views: 175
- Sat Jun 28, 2025 5:20 pm
- Forum: Modding interface requests
- Topic: Adding "bonus" properties to LuaRecipe
- Replies: 3
- Views: 558
Adding "bonus" properties to LuaRecipe
tl;dr
Add both 'bonus' (additive bonus) and 'multiplier' (multiplicative bonus) bonuses to LuaRecipe for the five categories (productivity, consumption, speed, quality and pollution) -- or as many as you're willing to <3
Why
Currently, LuaRecipe has the productivity_bonus property. I'd like it ...
Add both 'bonus' (additive bonus) and 'multiplier' (multiplicative bonus) bonuses to LuaRecipe for the five categories (productivity, consumption, speed, quality and pollution) -- or as many as you're willing to <3
Why
Currently, LuaRecipe has the productivity_bonus property. I'd like it ...
- Sat Jun 28, 2025 4:59 pm
- Forum: Modding interface requests
- Topic: Adding an on_radar_circuit_network_created event
- Replies: 1
- Views: 241
Re: Adding an on_radar_circuit_network_created event
I have been educated. It turns out that this is not quite how it works. :) The way it works under the hood is that if you build a radar on a surface where there's already a radar connected to a circuit network ... they are then connected by invisible red/green wires, no matter the distance. You can ...
- Fri Jun 27, 2025 2:43 pm
- Forum: Modding interface requests
- Topic: Adding an on_radar_circuit_network_created event
- Replies: 1
- Views: 241
Adding an on_radar_circuit_network_created event
tl;dr
When a circuit network is created that involves a Radar on a surface for the first time, a red and/or green network is created. I would like this to raise an event, and be able to access the circuit network ID.
Why
I'm working on an overhaul that involves linking together particular ...
When a circuit network is created that involves a Radar on a surface for the first time, a red and/or green network is created. I would like this to raise an event, and be able to access the circuit network ID.
Why
I'm working on an overhaul that involves linking together particular ...
- Wed Jun 18, 2025 10:44 am
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 40
- Views: 3601
Re: QualityPrototype extended
For Mining Drills (in particular, thematically non "mining" collectors, like the flower harvesting drone things from pY), a multiplier for mining_search_radius. 

- Thu May 29, 2025 3:15 pm
- Forum: Ideas and Suggestions
- Topic: Mod licenses could be improved
- Replies: 7
- Views: 995
Re: Mod licenses could be improved
Thank you very much for posting this. It means a lot.
- Sat Apr 26, 2025 11:05 pm
- Forum: Modding interface requests
- Topic: Add flexibility for SpacePlatformHub
- Replies: 2
- Views: 331
Re: Add flexibility for SpacePlatformHub
+1
Could also be used for some interesting ground logistics options too.
Could also be used for some interesting ground logistics options too.
- Fri Apr 18, 2025 9:01 pm
- Forum: Modding interface requests
- Topic: Adding an on_gate_changed_state event
- Replies: 0
- Views: 202
Adding an on_gate_changed_state event
What:
I'd like to have an event fire when a gate starts / ends an opening / closing animation or reverses direction mid-animation. If possible, it'd be cool to have a property to have a gate sign up to have this behavior, with the behavior being 'off' by default, but I don't know if that's possible ...
I'd like to have an event fire when a gate starts / ends an opening / closing animation or reverses direction mid-animation. If possible, it'd be cool to have a property to have a gate sign up to have this behavior, with the behavior being 'off' by default, but I don't know if that's possible ...
- Tue Apr 15, 2025 7:40 pm
- Forum: Modding interface requests
- Topic: game.forces.technologies.tech_name.saved_progress should show progress for trigger techs
- Replies: 2
- Views: 245
Re: game.forces.technologies.tech_name.saved_progress should show progress for trigger techs
I didn't realize it could have both. Then, maybe it should get its own property.
- Tue Apr 15, 2025 3:50 pm
- Forum: Modding interface requests
- Topic: game.forces.technologies.tech_name.saved_progress should show progress for trigger techs
- Replies: 2
- Views: 245
game.forces.technologies.tech_name.saved_progress should show progress for trigger techs
If I have a technology that uses, say, research_trigger = {type = "craft-item", item = "iron-gear-wheel", count = 100}, I'd like to be able to, at runtime, see the progress that's been made towards this tech. This applies to all other types of technology research triggers that involve a count ...
- Mon Mar 10, 2025 11:40 pm
- Forum: Assigned
- Topic: [Pard] factoriopedia_description in items being overridden by localised_description
- Replies: 7
- Views: 1172
Re: [Pard] factoriopedia_description in items being overridden by localised_description
Thank you kindly.
My 'stretch goal' of an ask would be that if it has an icon that can be clicked on in the Factoriopedia, then ... it would be sweet if the factoriopedia_description property worked. But, I won't press my luck. Either way, I appreciate it!

- Mon Mar 10, 2025 11:15 am
- Forum: Assigned
- Topic: [Pard] factoriopedia_description in items being overridden by localised_description
- Replies: 7
- Views: 1172
Re: [Pard] factoriopedia_description in items being overridden by localised_description
Thank you for taking a look at this!
So, the tl;dr is that you would need to add detail to an item when you basically have to build and communicate a concept in your mod structure for the player to successfully engage with it.
In this case, I have a system wherein I add several metals, each of ...
So, the tl;dr is that you would need to add detail to an item when you basically have to build and communicate a concept in your mod structure for the player to successfully engage with it.
In this case, I have a system wherein I add several metals, each of ...
- Wed Mar 05, 2025 9:11 pm
- Forum: Not a bug
- Topic: Signal GUI doesn't properly wrap tabs when there are more slot columns
- Replies: 2
- Views: 246
- Wed Mar 05, 2025 8:06 pm
- Forum: Not a bug
- Topic: Signal GUI doesn't properly wrap tabs when there are more slot columns
- Replies: 2
- Views: 246
Signal GUI doesn't properly wrap tabs when there are more slot columns
Setting data.raw["utility-constants"].default.select_slot_row_count = 15 screws up the tabs in the Signal GUI, as seen in the screenshot.
- Tue Mar 04, 2025 8:25 pm
- Forum: Assigned
- Topic: [Pard] factoriopedia_description in items being overridden by localised_description
- Replies: 7
- Views: 1172
Re: factoriopedia_description in items being overridden by localised_description
Also, setting a 'factoriopedia_description' directly in a recipe doesn't seem to actually make an entry.
- Tue Mar 04, 2025 7:11 pm
- Forum: Assigned
- Topic: [Pard] factoriopedia_description in items being overridden by localised_description
- Replies: 7
- Views: 1172
[Pard] factoriopedia_description in items being overridden by localised_description
Hi! I'd like to have a separate localisation for tooltips and factoripedia entries, and it seems like the API reflects wanting to supply that agency. Currently, however, if I have a localised_description entry, then it overwrites the factoripedia_description in the Factoriopedia. I feel like this is ...
- Tue Mar 04, 2025 7:07 pm
- Forum: Not a bug
- Topic: Tooltip for "Each" wildcard is insufficient for arithmetic combinator
- Replies: 7
- Views: 972
Re: Tooltip for "Each" wildcard is insufficient for arithmetic combinator
So ... is the tooltip going to be updated to something that reflects what it does, or will it remain incomplete? This is a pretty complicated but useful signal that probably deserves a more prominent place in the UI, but at the very least should have a tooltip that accurately describes what it does ...
- Thu Feb 27, 2025 2:46 pm
- Forum: Modding interface requests
- Topic: Add Factoriopedia Recipe Category Group prototype
- Replies: 3
- Views: 474
- Tue Nov 12, 2024 10:20 pm
- Forum: Ideas and Suggestions
- Topic: Show "Active Signals" on all circuit connected entities
- Replies: 0
- Views: 263
Show "Active Signals" on all circuit connected entities
The decider and arithmetic combinators have this beautiful section on the bottom showing 'input' and 'output' signals. This is great. Let's put it on anything connected to a circuit network.
The simplest implementation would be to simply have the signals that normally are shown in the tooltip when ...
The simplest implementation would be to simply have the signals that normally are shown in the tooltip when ...
- Tue Nov 12, 2024 1:14 pm
- Forum: Ideas and Suggestions
- Topic: Upgrade recipes with Upgrade Planner (Quality !)
- Replies: 5
- Views: 3537
Re: Upgrade recipes with Upgrade Planner (Quality !)
Glad I searched; had this exact request. <3