+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.
Search found 482 matches
- Tue May 19, 2026 11:49 am
- Forum: Ideas and Suggestions
- Topic: Control behavior GUIs: Clicking inactive elements should activate them, when possible
- Replies: 2
- Views: 237
- Thu Apr 30, 2026 8:26 pm
- Forum: Modding help
- Topic: factoriopedia_description does not show up in game
- Replies: 2
- Views: 236
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: 323
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: 658
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: 1478
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 Some info is a little outdated due to 2.0 release, but most of it is still ...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 Some info is a little outdated due to 2.0 release, but most of it is still ...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: 518
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: 334
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: 518
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: 3721
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: 4176
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: 4176
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: 525
- Mon Oct 20, 2025 6:41 am
- Forum: Modding interface requests
- Topic: custom per-gui element tooltip for minimap
- Replies: 4
- Views: 862
- Sun Oct 19, 2025 11:20 am
- Forum: Modding interface requests
- Topic: LuaEntity::register_on_signal_changed
- Replies: 3
- Views: 859
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 ...
- Wed Aug 20, 2025 8:13 am
- Forum: Modding interface requests
- Topic: Allow editing Factoriopedia visibility at runtime
- Replies: 9
- Views: 1757
Re: Allow editing Factoriopedia visibility at runtime
Alternative approach which would also be great: 116359
- Sat Jun 28, 2025 9:24 pm
- Forum: Not a bug
- Topic: [2.0.58] Turret with turret_base_has_direction=false loses direction sometimes in blueprints
- Replies: 1
- Views: 924
[2.0.58] Turret with turret_base_has_direction=false loses direction sometimes in blueprints
What
If you have a turret with turret_base_has_direction=false then the turret assumes that it doesn't support direction. This means the direction is (sometimes?) not saved in blueprints which causes weird behaviour where (sometimes) the turret looses direction.
Reproduction
This came up with ...
If you have a turret with turret_base_has_direction=false then the turret assumes that it doesn't support direction. This means the direction is (sometimes?) not saved in blueprints which causes weird behaviour where (sometimes) the turret looses direction.
Reproduction
This came up with ...
- Sat Jun 28, 2025 5:56 pm
- Forum: Modding interface requests
- Topic: Adding "bonus" properties to LuaRecipe
- Replies: 3
- Views: 1030
- Sat Jun 28, 2025 5:47 pm
- Forum: Modding interface requests
- Topic: Adding "bonus" properties to LuaRecipe
- Replies: 3
- Views: 1030
Re: Adding "bonus" properties to LuaRecipe
+1 This would be useful for space exploration too. Even if its similar rto ProductivityBonus Tech Effect.
- Wed Jun 25, 2025 6:31 am
- Forum: Ideas and Suggestions
- Topic: Pressing "Enter" after searching in remote view should "commit" search term and un-focus search field
- Replies: 7
- Views: 1849
Re: Pressing "Enter" after searching in remote view should "commit" search term and un-focus search field
+1 This has happened to me too many times
- Wed Jun 11, 2025 8:06 pm
- Forum: Not a bug
- Topic: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
- Replies: 15
- Views: 7243
Re: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
Thanks for responding Lou!
Most likely yes, but it has lower priority than bugfixes - so please create a feature request post so it is not forgotten.
Created a request: https://forums.factorio.com/viewtopic.php?p=674301#p674301
That's a bit more problematic both technically and design-wise ...
Most likely yes, but it has lower priority than bugfixes - so please create a feature request post so it is not forgotten.
Created a request: https://forums.factorio.com/viewtopic.php?p=674301#p674301
That's a bit more problematic both technically and design-wise ...