The quality predicates for blueprint preview in world are drawn under the entities.
(idk if it's AAI loader problem in prototype def but the 1x1-loader alt preview is hella big compared to splitters/inserters)
https://i.imgur.com/Q6W6qqD.jpeg
0eNq9mF+OmzAQh+8yz84Km/8o6UVWVcQmTmsJbIrNdqOIA ...
Search found 11 matches
- Mon Mar 24, 2025 7:25 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.42] Quality predicate rendering in blueprint world preview
- Replies: 1
- Views: 816
- Thu Nov 21, 2024 8:15 am
- Forum: Mod portal Discussion
- Topic: Show actual required Factorio version in downloads page
- Replies: 0
- Views: 301
Show actual required Factorio version in downloads page
The downloads page listing should show what version of "base" is listed in dependencies instead of the "factorio_version". The dependencies page shows them only for the latest release.
This should help users with finding which mod version to download if for example there's an extended Factorio ...
This should help users with finding which mod version to download if for example there's an extended Factorio ...
- Tue Nov 12, 2024 10:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.12] choose-elem-button doesn't open filter menu when clicking with wrong item in cursor
- Replies: 4
- Views: 1726
Re: [2.0.12] choose-elem-button doesn't open filter menu when clicking with wrong item in cursor
Thanks for the report. Can you give me some example lua code I can test with where it should work but doesn't?
/c game.player.gui.screen.add{type="frame", name="ceb_frame"}.add{type="choose-elem-button", elem_type="item", elem_filters={{filter="type", type="module" }},item="speed-module ...
- Sat Nov 09, 2024 11:05 pm
- Forum: Implemented mod requests
- Topic: LuaForce read/write for "mining-with-fluid" boolean modifier
- Replies: 1
- Views: 1646
LuaForce read/write for "mining-with-fluid" boolean modifier
Please add a LuaForce read/write for "mining-with-fluid" boolean modifier.
(and maybe R/W for "cliff-deconstruction-enabled" too)
(and maybe R/W for "cliff-deconstruction-enabled" too)
- Thu Nov 07, 2024 3:25 pm
- Forum: Duplicates
- Topic: [2.0.15] Alt-mode in blueprint preview doesn't display quality conditions
- Replies: 1
- Views: 398
[2.0.15] Alt-mode in blueprint preview doesn't display quality conditions
Blueprint preview doesn't properly show quality conditions compared to alt-mode in world.
https://i.imgur.com/4wQqSFr.png
0eNqdk01uwjAQhe8ya4NIcJDIohepqsgkA7Xk2K5/WiKUA/QWXfRkPUnHRFABQQV2cfxm3uc39g5WKqJ1UgcodyBroz2UzzvwcqOFSv+0aBFK8FbJENBBz0DqBrdQZj0bEeLWOvR+ooxoTuR5 ...
https://i.imgur.com/4wQqSFr.png
0eNqdk01uwjAQhe8ya4NIcJDIohepqsgkA7Xk2K5/WiKUA/QWXfRkPUnHRFABQQV2cfxm3uc39g5WKqJ1UgcodyBroz2UzzvwcqOFSv+0aBFK8FbJENBBz0DqBrdQZj0bEeLWOvR+ooxoTuR5 ...
- Wed Oct 30, 2024 4:03 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.12] choose-elem-button doesn't open filter menu when clicking with wrong item in cursor
- Replies: 4
- Views: 1726
[Rseding91] [2.0.12] choose-elem-button doesn't open filter menu when clicking with wrong item in cursor
If the player has an item in cursor and clicks a choose-elem-button that doesn't pass the filter it silently fails.
In Factorio 1.1 clicking a choose-elem-button with a wrong item would open the filter menu.
I can't recall if 1.1 vanilla has any filtered choose-elem-buttons to test but in 2.0 ...
In Factorio 1.1 clicking a choose-elem-button with a wrong item would open the filter menu.
I can't recall if 1.1 vanilla has any filtered choose-elem-buttons to test but in 2.0 ...
- Fri Mar 15, 2024 8:54 pm
- Forum: Modding interface requests
- Topic: Add quantity to choose-elem-button
- Replies: 6
- Views: 1394
Re: Add quantity to choose-elem-button
Bumping for interest to have a quantity selector in addition to the filter on the "choose-elem-button" element.


- Wed Jan 31, 2024 11:54 pm
- Forum: Implemented mod requests
- Topic: Expose MiningDrillPrototype#vector_to_place_result property to LuaEntityPrototype
- Replies: 1
- Views: 657
Expose MiningDrillPrototype#vector_to_place_result property to LuaEntityPrototype
Please expose MiningDrillPrototype#vector_to_place_result to control stage. Maybe as LuaEntityPrototype#mining_drill_drop_position.
Currently you'd have to spawn in a temporary mining drill and get its drop position via LuaEntity#drop_position.
Currently you'd have to spawn in a temporary mining drill and get its drop position via LuaEntity#drop_position.
- Sun Feb 05, 2023 11:03 pm
- Forum: Modding interface requests
- Topic: on_player_changed_controller event
- Replies: 0
- Views: 483
on_player_changed_controller event
There have been posts that asked for this related to bugs but I couldn't find an existing request topic for this.
Problem in my case is that changing controllers also changes the cursor stack but doesn't fire "on_player_cursor_stack_changed".
I ran into this lack of functionality when trying to ...
Problem in my case is that changing controllers also changes the cursor stack but doesn't fire "on_player_cursor_stack_changed".
I ran into this lack of functionality when trying to ...
- Sat Jan 28, 2023 8:55 am
- Forum: Modding interface requests
- Topic: Add "related_underground_pipe" to pipe prototype definitions
- Replies: 2
- Views: 885
Re: Add "related_underground_pipe" to pipe prototype definitions
Ideally pipes with custom behaviour wouldn't define/be defined as a related pipe but we can read fluidbox connections so its possible to filter them if they don't behave as expected.DaleStan wrote: Fri Jan 27, 2023 7:37 pm Does that still do what you want when the fluid system is extended by mods like Advanced Fluid Handling?
- Fri Jan 27, 2023 6:33 pm
- Forum: Modding interface requests
- Topic: Add "related_underground_pipe" to pipe prototype definitions
- Replies: 2
- Views: 885
Add "related_underground_pipe" to pipe prototype definitions
For feature parity with Prototype/TransportBelt#related_underground_belt and LuaEntityPrototype#related_underground_belt . It doesn't exist because pipes don't have smart drag quick replace function but I believe there is still a benefit to having it for inter mod compatibility.
I already use ...
I already use ...