It seems that currently all simulations (tips-and-tricks, and menu-simulations) have their zooms capped. Meaning you cannot zoom out as far. I'm not sure what was the case in Factorio 2.0, but I remember in Factorio 1.1 there was seemingly no cap.
I assume the cap is in place for different reasons ...
Search found 488 matches
- Sun Jul 05, 2026 8:27 pm
- Forum: Modding interface requests
- Topic: Less strick clamping on simulation zoom
- Replies: 0
- Views: 45
- Fri Jun 26, 2026 11:08 am
- Forum: Ideas and Suggestions
- Topic: Common circuit network option for all belts
- Replies: 2
- Views: 135
Re: Common circuit network option for all belts
+1
This would be awesome. Many times I've that this would be the intuitive behaviour, since the belts are all connected now.
This would be awesome. Many times I've that this would be the intuitive behaviour, since the belts are all connected now.
- Fri Jun 26, 2026 7:50 am
- Forum: Balancing
- Topic: Experimental Biter expansion too strong
- Replies: 29
- Views: 3938
Re: Experimental Biter expansion is kind of broken
So some form of victory poles are still possible?Klonan wrote: Thu Jun 25, 2026 6:46 pm There is the hard limit, that they won't try to expand to a chunk with any player buildings
- Sun Jun 21, 2026 10:32 am
- Forum: Ideas and Suggestions
- Topic: make item ghosts that are "on route" more obvious
- Replies: 2
- Views: 196
Re: make item ghosts that are "on route" more obvious
+1
I can only tell they're on route if it's to a unscheduled one, cause then I can see the contrast difference.
An alternative solution would to have a extra tooltip field "Scheduled for build" or something. This is the better option IMO, since it's always clear.
I can only tell they're on route if it's to a unscheduled one, cause then I can see the contrast difference.
An alternative solution would to have a extra tooltip field "Scheduled for build" or something. This is the better option IMO, since it's always clear.
- Wed Jun 03, 2026 4:05 pm
- Forum: Modding help
- Topic: Attaching relative gui to train (locomotive) GUI
- Replies: 1
- Views: 225
Re: Attaching relative gui to train (locomotive) GUI
+1
This would be really useful for Space Exploration. Currently we need to place a floating GUI at the right pixel location, including accomodating for the schedule GUI being wider sometimes.
This would be really useful for Space Exploration. Currently we need to place a floating GUI at the right pixel location, including accomodating for the schedule GUI being wider sometimes.
- Tue Jun 02, 2026 8:24 pm
- Forum: Gameplay Help
- Topic: SE - Assigning train stops with the space elevator?
- Replies: 2
- Views: 567
Re: SE - Assigning train stops with the space elevator?
There should be a little window with a search bar next to the schedule window. Pretty sure there you can type the zone name, and it will show you all stops on that zone.
- Tue May 19, 2026 11:49 am
- Forum: Ideas and Suggestions
- Topic: Control behavior GUIs: Clicking inactive elements should activate them, when possible
- Replies: 6
- Views: 1512
Re: Control behavior GUIs: Clicking inactive elements should activate them, when possible
+1
I've lost count about the amount of times I've clicked on an inserters filter only to realize it's not enabled yet.
I've lost count about the amount of times I've clicked on an inserters filter only to realize it's not enabled yet.
- Thu Apr 30, 2026 8:26 pm
- Forum: Modding help
- Topic: factoriopedia_description does not show up in game
- Replies: 2
- Views: 330
Re: factoriopedia_description does not show up in game
Maybe related to 127266?
- Wed Apr 08, 2026 7:36 am
- Forum: Modding interface requests
- Topic: Allow add_custom_alert to take a SpritePath instead of a SignalID
- Replies: 1
- Views: 373
Re: Allow add_custom_alert to take a SpritePath instead of a SignalID
+1
Ran into this many times before too.
Ran into this many times before too.
- Tue Jan 13, 2026 2:08 pm
- Forum: Modding interface requests
- Topic: [2.0] Non-consumption Inputs
- Replies: 4
- Views: 2315
Re: [2.0] Non-consumption Inputs
Can't you just reduce the amount of ingredients required? Basically, what's the difference between:
and
Code: Select all
{ inputs = { "catalyst" = 10, ignored_by_consumption=true},
outputs = { "catalyst" = 5} }
Code: Select all
{ inputs = { "catalyst" = 5},
outputs = { } }
- Wed Nov 05, 2025 7:12 am
- Forum: Ideas and Requests For Mods
- Topic: "Realistic electrical distribution"
- Replies: 7
- Views: 1640
Re: "Realistic electrical distribution"
This is a cool idea! A little tricky to implement though because the way electricity works is not very moddable through the API.
I did write this article a while ago that includes some older mods that did similar things. Some info is a little outdated due to 2.0 release, but most of it is still ...
I did write this article a while ago that includes some older mods that did similar things. Some info is a little outdated due to 2.0 release, but most of it is still ...
- Thu Oct 30, 2025 10:48 am
- Forum: Modding interface requests
- Topic: Add a way to prevent the player from leaving the remote controller
- Replies: 2
- Views: 585
Re: Add a way to prevent the player from leaving the remote controller
Ah, wait, if you press escape then it goes to character controller, and then you put it back in remote view, so have to press escape again... I see 
- Thu Oct 30, 2025 8:25 am
- Forum: Modding interface requests
- Topic: Add parameterization support to ghost build events
- Replies: 0
- Views: 365
Add parameterization support to ghost build events
What
Add a field to ghost build events to gives a mapping between parameters and the signals they need to replaced with. Something like
parameters : dictionary[SignalID → SignalID] : mapping from parameter signal to signal it was replaced with
Will probably be needed for the events: on ...
Add a field to ghost build events to gives a mapping between parameters and the signals they need to replaced with. Something like
parameters : dictionary[SignalID → SignalID] : mapping from parameter signal to signal it was replaced with
Will probably be needed for the events: on ...
- Thu Oct 30, 2025 8:06 am
- Forum: Modding interface requests
- Topic: Add a way to prevent the player from leaving the remote controller
- Replies: 2
- Views: 585
Re: [2.0.69] Add a way to prevent the player from leaving the remote controller
I could set the controller back to the remote view in an event handler, but I'm sure the player would not be able to access the game menu.
What do you mean with this? I'm quite sure if you listen to on_player_controller_changed and set it back to remote view if the player left it that it will ...
- Mon Oct 27, 2025 4:47 pm
- Forum: Implemented mod requests
- Topic: LuaAPI: player.open_map allow to follow entity
- Replies: 9
- Views: 3958
Re: LuaAPI: player.open_map allow to follow entity
For anyone looking for this in Factorio 2.0+, it's now done using https://lua-api.factorio.com/latest/cla ... ntity.html
- Thu Oct 23, 2025 7:19 am
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 4684
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
Ah I see. In that case I would strongly prefer it being a required field, and not have a default value. For the same reason of keeping it simple. It's an very easy migration for old mods, and very easy for new modders to learn. If they don't add the property the game will error and tell them exactly ...
- Thu Oct 23, 2025 6:55 am
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 4684
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
Option B for sure. I think keeping it simple is easier to understand than a gotcha moment where modders didn't know `additionional_categories` existed.
Sure, new modders might miss that property the first time. But it will be one of the many other properties that new modders will miss while ...
Sure, new modders might miss that property the first time. But it will be one of the many other properties that new modders will miss while ...
- Tue Oct 21, 2025 5:01 am
- Forum: Modding interface requests
- Topic: Add flow_scaling to ValvePrototype as well
- Replies: 2
- Views: 584
- Mon Oct 20, 2025 6:41 am
- Forum: Modding interface requests
- Topic: custom per-gui element tooltip for minimap
- Replies: 4
- Views: 966
- Sun Oct 19, 2025 11:20 am
- Forum: Modding interface requests
- Topic: LuaEntity::register_on_signal_changed
- Replies: 3
- Views: 920
LuaEntity::register_on_signal_changed
TL;DR
Add a way to register an a specific entity (or it's control behaviour) to raise an event when the signal input changes (and optionally passes some conditions ). Similar to how register_on_object_destroyed works. Something like:
---Lua psuodo declaration of function to register a specific ...
Add a way to register an a specific entity (or it's control behaviour) to raise an event when the signal input changes (and optionally passes some conditions ). Similar to how register_on_object_destroyed works. Something like:
---Lua psuodo declaration of function to register a specific ...