TLDR:
Hovering over an item in the crafting panel should highlight the item in your logistics requests area too
What?
Currently when you hover your cursor over an item in the crafting panel, if you have any of that item in your inventory, then it will highlight and flash that item so you can find ...
Search found 40 matches
- Sat Aug 30, 2025 4:16 pm
- Forum: Ideas and Suggestions
- Topic: Hovering over an item in the crafting panel should highlight the item in your logistics requests area too
- Replies: 0
- Views: 118
- Thu Aug 28, 2025 11:14 pm
- Forum: Technical Help
- Topic: Viewing very old saves?
- Replies: 3
- Views: 208
Re: Viewing very old saves?
Perfect, thank you both. I didn't know Wube made old versions freely available but I shouldn't be surprised since they're fuckin awesome.
- Thu Aug 28, 2025 10:03 pm
- Forum: Technical Help
- Topic: Viewing very old saves?
- Replies: 3
- Views: 208
Viewing very old saves?
Is there any way to play (or at the very least view) very old saves from before version 1.0 released? Specifically I have a map from 8 years ago, version 0.14.21-0, my first ever save, and I would like to see it again. Even just some sort of online map viewing tool or something would be sufficient ...
- Sat Aug 02, 2025 4:01 pm
- Forum: Mods
- Topic: [MOD] Wider Inventory and Chests
- Replies: 0
- Views: 215
[MOD] Wider Inventory and Chests
I'm surprised it didn't exist already.
edit: it does :(
Anyway, this mod widens your inventory and chests (they're the same variable) to a configurable width (default 15) in case your modded inventory gets so large you have to scroll to see it all.
https://mods.factorio.com/mod/wider_inventory ...
edit: it does :(
Anyway, this mod widens your inventory and chests (they're the same variable) to a configurable width (default 15) in case your modded inventory gets so large you have to scroll to see it all.
https://mods.factorio.com/mod/wider_inventory ...
- Fri Aug 01, 2025 4:33 pm
- Forum: Modding help
- Topic: How to read the available power in a given pole's network?
- Replies: 2
- Views: 190
Re: How to read the available power in a given pole's network?
I saw that in the API. As far as I can tell, it is no help. This is what I eventually came up with. It's not guaranteed but it should be accurate in like 99% of cases.
local function is_pole_probably_powered(pole)
local stats = pole.electric_network_statistics
if not stats then return false end ...
local function is_pole_probably_powered(pole)
local stats = pole.electric_network_statistics
if not stats then return false end ...
- Fri Aug 01, 2025 2:32 pm
- Forum: Modding help
- Topic: How to read the available power in a given pole's network?
- Replies: 2
- Views: 190
How to read the available power in a given pole's network?
I've already figured out how to scan for the nearest power pole to the player, but I can not for the life of me figure out how to get an actual power value from it. I don't see anything about it in the API or anywhere. Please tell me this isn't inaccessible engine level code?
- Thu Jul 31, 2025 12:35 pm
- Forum: Modding interface requests
- Topic: Please give us some Lua hooks for the radars
- Replies: 2
- Views: 229
Re: Please give us some Lua hooks for the radars
Okay I'm done editing the post now lol. Sorry for all the rapid-fire tiny changes.
- Thu Jul 31, 2025 12:24 pm
- Forum: Modding interface requests
- Topic: Please give us some Lua hooks for the radars
- Replies: 2
- Views: 229
Please give us some Lua hooks for the radars
I would like the ability to read_scan_progress (and ideally set_scan_progress as well), read_target_sector , set_target_sector , and read_max_range for a mod idea that I have that I believe players would appreciate: manually setting the radar's next sector to scan to a point that you click on the ...
- Tue Jul 29, 2025 1:24 pm
- Forum: Mods
- Topic: [MOD 2.0] Dysontorio Charging
- Replies: 1
- Views: 264
Re: [MOD 2.0] Dysontorio Charging
A friend has made me aware that others have done this before me... I did search before I started, but couldn't find anything. Sigh.
- Tue Jul 29, 2025 1:18 pm
- Forum: Mods
- Topic: [MOD 2.0] Dysontorio Charging
- Replies: 1
- Views: 264
[MOD 2.0] Dysontorio Charging
How about a little Dyson in your Factorio?
https://mods.factorio.com/mod/dysontorio_charging
This mod adds a new armor equipment which allows you to wirelessly charge your equipped power suit just by standing near a power pole in your base, similar to how Icarus charges in Dyson Sphere Program ...
https://mods.factorio.com/mod/dysontorio_charging
This mod adds a new armor equipment which allows you to wirelessly charge your equipped power suit just by standing near a power pole in your base, similar to how Icarus charges in Dyson Sphere Program ...
- Tue Jul 29, 2025 9:20 am
- Forum: Modding help
- Topic: Dev help: This is driving me insane, what on earth am I missing?
- Replies: 7
- Views: 442
Re: Dev help: This is driving me insane, what on earth am I missing?
Is there a way to make an electrical entity not show the "out of power" warning icon when it's out of power?
- Tue Jul 29, 2025 5:18 am
- Forum: Modding help
- Topic: Dev help: This is driving me insane, what on earth am I missing?
- Replies: 7
- Views: 442
Re: Dev help: This is driving me insane, what on earth am I missing?
Oh for god's sake, how did I miss that. *sigh* Thank you lol. I'd been working on this mod all day I think my brain was just fried.
- Tue Jul 29, 2025 1:10 am
- Forum: Modding help
- Topic: Dev help: This is driving me insane, what on earth am I missing?
- Replies: 7
- Views: 442
Re: Dev help: This is driving me insane, what on earth am I missing?
Can you help again please? I'm not sure but I don't think anyone but a dev would be able to help with this issue--hell I may have even discovered a bug. I am somehow getting an event firing multiple times per tick and hard locking up the game.
Go to line 1457 in the log I uploaded: the tick number ...
Go to line 1457 in the log I uploaded: the tick number ...
- Mon Jul 28, 2025 8:49 pm
- Forum: Modding help
- Topic: Dev help: This is driving me insane, what on earth am I missing?
- Replies: 7
- Views: 442
Re: Dev help: This is driving me insane, what on earth am I missing?
Aw for fuck's sake, is that really all? Alright lemme go test. Imma slap myself if this works.
Edit: Yep, it worked. Slap administered. Thank you.
Edit: Yep, it worked. Slap administered. Thank you.
- Mon Jul 28, 2025 8:43 pm
- Forum: Modding help
- Topic: Dev help: This is driving me insane, what on earth am I missing?
- Replies: 7
- Views: 442
Dev help: This is driving me insane, what on earth am I missing?
I'm working on a mod that creates new armor equipment, but the item that gets created cannot be inserted into the equipment grid no matter what I try. I even tried again with an ultra basic, bare-bones mod, and still couldn't do it, so clearly I am missing something here. Attached is my barebones ...
- Sun Jul 27, 2025 11:04 pm
- Forum: Mods
- Topic: Progressive Running 2.0
- Replies: 5
- Views: 901
Re: Progressive Running 2.0
Core logic has been completely refactored to be more flexible and robust, should be compatible with more mods now. Any that aren't, it will need a specific patch for, like I added for RPG System.
- Sat Jul 26, 2025 7:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.60] Can place the wrong item in a filtered inventory slot from within the train fuel menu.
- Replies: 1
- Views: 608
[2.0.60] Can place the wrong item in a filtered inventory slot from within the train fuel menu.
Open your inventory. Set any filter in any slot. Try to place the wrong item in that slot and get the error as expected. Open a train's GUI and go to the fuel tab, then try to place an item in that slot and it should let you place the item without raising an error.
The game was heavily modded but ...
The game was heavily modded but ...
- Fri Jul 25, 2025 1:55 am
- Forum: Mods
- Topic: [MOD 2.0] SARS - Satisfying Alternate Recipe System
- Replies: 1
- Views: 596
Re: [MOD 2.0] SARS - Satisfying Alternate Recipe System
I'm pretty sure I've ironed out all the bugs and dialed in the recipe balance now if anyone cares.
- Sun Jul 13, 2025 3:33 pm
- Forum: Mods
- Topic: [MOD 2.0] SARS - Satisfying Alternate Recipe System
- Replies: 1
- Views: 596
[MOD 2.0] SARS - Satisfying Alternate Recipe System
Want some Satisfactory in your Factorio?
This mod gives you Satisfactory Hard Drive style alternate recipes for many intermediate ingredients!
There is a small chance to randomly unlock one with each technology you research (by default 5%, but customizable in the Map settings), and that ...
This mod gives you Satisfactory Hard Drive style alternate recipes for many intermediate ingredients!
There is a small chance to randomly unlock one with each technology you research (by default 5%, but customizable in the Map settings), and that ...
- Sun Jul 13, 2025 1:36 am
- Forum: Modding help
- Topic: Help making my mod: How to make things persist across configuration changes?
- Replies: 1
- Views: 163
Help making my mod: How to make things persist across configuration changes?
My mod https://mods.factorio.com/mod/SARS/downloads unlocks alternate recipes. It currently does save what recipes you unlock. However, every time the configuration changes such as when I update the mod, it erases all the unlocked recipes and I don't know why or how to make it stop. Can anyone help ...