Hello everyone,
I am currently working on a script to identify items or entities that cannot have their own elem_tooltip. I have implemented the following code:
local function filter_unknown_prototype_name(prototype_name)
if prototype_name == "elevated-straight-rail"
or prototype_name ...
Search found 31 matches
- Wed Jan 29, 2025 9:37 pm
- Forum: Modding help
- Topic: Identifying Items or Entities Lacking elem_tooltip
- Replies: 1
- Views: 165
- Wed Jan 29, 2025 3:11 pm
- Forum: Modding help
- Topic: Retrieving Entity Icons. How?
- Replies: 3
- Views: 321
Re: Retrieving Entity Icons. How?
Thank you for the help!
I have mostly figured things out. Understanding that in the runtime, images are not icons but sprites broke the barrier of misunderstanding for me, and everything fell into place.
As for prototypes, I'm using them to obtain localized names and descriptions of entities, but ...
I have mostly figured things out. Understanding that in the runtime, images are not icons but sprites broke the barrier of misunderstanding for me, and everything fell into place.
As for prototypes, I'm using them to obtain localized names and descriptions of entities, but ...
- Tue Jan 28, 2025 9:20 pm
- Forum: Modding help
- Topic: Retrieving Entity Icons. How?
- Replies: 3
- Views: 321
Re: Retrieving Entity Icons. How?
QwenLM helped me.
First: not `defines`, just `prototypes`
Second: not icons but sprites
for type, count in pairs(count_selection_entities(entities))
do
local prototype = prototypes['entity'][type]
if prototype ~= nil
then
local sprite = "entity/" .. type
end
end
First: not `defines`, just `prototypes`
Second: not icons but sprites
for type, count in pairs(count_selection_entities(entities))
do
local prototype = prototypes['entity'][type]
if prototype ~= nil
then
local sprite = "entity/" .. type
end
end
- Tue Jan 28, 2025 5:39 pm
- Forum: Modding help
- Topic: Retrieving Entity Icons. How?
- Replies: 3
- Views: 321
Retrieving Entity Icons. How?
Hello everyone,
I'm currently developing a mod in Factorio and I've run into an issue I haven't been able to solve for a couple of days now. I have a list of entity prototypes in an array in control.lua obtained from a selection or a blueprint object list. My goal is to count the number of entities ...
I'm currently developing a mod in Factorio and I've run into an issue I haven't been able to solve for a couple of days now. I have a list of entity prototypes in an array in control.lua obtained from a selection or a blueprint object list. My goal is to count the number of entities ...
- Sat Jan 25, 2025 12:21 pm
- Forum: Modding help
- Topic: LuaEntity.copy_settings not copying equipment grid
- Replies: 1
- Views: 187
Re: LuaEntity.copy_settings not copying equipment grid
I did a bit more experimenting with the `LuaEntity.copy_settings` function. It seems that the equipment grid is not copied only when the player parameter is not specified in the function call.
Is this the expected behavior? I would prefer that after copying, the Spidertron does not remain in the ...
Is this the expected behavior? I would prefer that after copying, the Spidertron does not remain in the ...
- Sat Jan 25, 2025 11:59 am
- Forum: Modding help
- Topic: LuaEntity.copy_settings not copying equipment grid
- Replies: 1
- Views: 187
LuaEntity.copy_settings not copying equipment grid
Hello everyone,
I'm currently working on copying the settings of one Spidertron to others using the `LuaEntity.copy_settings` function. You can see the relevant code snippet here .
However, I've noticed that the equipment grid is not being copied over.
LuaEntity.copy_settings seems to handle ...
I'm currently working on copying the settings of one Spidertron to others using the `LuaEntity.copy_settings` function. You can see the relevant code snippet here .
However, I've noticed that the equipment grid is not being copied over.
LuaEntity.copy_settings seems to handle ...
- Tue Dec 17, 2024 6:57 am
- Forum: Releases
- Topic: Version 2.0.26
- Replies: 7
- Views: 9900
Re: Version 2.0.26
Yes, please, when downloading files, please display not just a progress bar, but downloaded/left and speed.
In general, of course, this is not critical at all, but it would be convenient to plan your time a little.
In general, of course, this is not critical at all, but it would be convenient to plan your time a little.
- Tue Dec 10, 2024 9:54 pm
- Forum: Duplicates
- Topic: [2.0.24] Copy and Paste Icons Usable as Signals in Circuit Network and in Train Schedule
- Replies: 2
- Views: 291
Re: [2.0.24] Copy and Paste Icons Usable as Signals in Circuit Network and in Train Schedule
I'm sorry, I didn't search well 

- Tue Dec 10, 2024 6:52 pm
- Forum: Duplicates
- Topic: [2.0.24] Copy and Paste Icons Usable as Signals in Circuit Network and in Train Schedule
- Replies: 2
- Views: 291
[2.0.24] Copy and Paste Icons Usable as Signals in Circuit Network and in Train Schedule
What did you do?
I opened an interface where you can select a signal, item, or fluid (e.g., in the circuit network or train schedule interface). Then, I pressed Ctrl+C or Ctrl+V, which caused the copy or paste icon to appear under the cursor. I clicked in the selection area.
What happened?
The copy ...
I opened an interface where you can select a signal, item, or fluid (e.g., in the circuit network or train schedule interface). Then, I pressed Ctrl+C or Ctrl+V, which caused the copy or paste icon to appear under the cursor. I clicked in the selection area.
What happened?
The copy ...
- Mon Dec 09, 2024 5:45 pm
- Forum: Ideas and Suggestions
- Topic: Prioritise Space Platform Construction Materials
- Replies: 42
- Views: 5224
Re: [Space Age] Auto Request missing construction materials should prioritise foundation
And what is the point in delivering turrets and ammunition to it if the turret cannot be built because there is no foundation?
- Mon Dec 09, 2024 5:31 pm
- Forum: Ideas and Suggestions
- Topic: Prioritise Space Platform Construction Materials
- Replies: 42
- Views: 5224
Re: [Space Age] Auto Request missing construction materials should prioritise foundation
I support and expand it. I have to manually control the initial shipment of components to the platform so that the warehouse is built first and only then turn on automatic requests. Therefore, it is necessary to prioritize not only the foundation, but also the storage modules.
- Mon Dec 09, 2024 5:10 pm
- Forum: Ideas and Suggestions
- Topic: Add 2 outputs to Decider Combinator
- Replies: 27
- Views: 4102
Re: Add 2 outputs to Decider Combinator
I apologize for interjecting, but with the recent introduction of new combinators that support multiple conditions, the idea of adding an "else" output seems even more appealing now.
There are several advantages to this addition:
Reduction in the Number of Combinators: Implementing an "else ...
There are several advantages to this addition:
Reduction in the Number of Combinators: Implementing an "else ...
- Mon Dec 02, 2024 7:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.23] Crash accepting parameters after pasting blueprint (FillBlueprintParametersGui::confirm())
- Replies: 3
- Views: 879
Re: [2.0.23] Crash accepting parameters after pasting blueprint (FillBlueprintParametersGui::confirm())
Additionally, I would like to point out a small inconvenience that contributes to reproducing the bug. When a parameter does not have a quality option, the game prompts you to select a quality in the parameter selection dialog when pasting the blueprint. Usually, quality is not needed, so itβs ...
- Mon Dec 02, 2024 4:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.23] Crash accepting parameters after pasting blueprint (FillBlueprintParametersGui::confirm())
- Replies: 3
- Views: 879
[Kovarex] [2.0.23] Crash accepting parameters after pasting blueprint (FillBlueprintParametersGui::confirm())
Description:
What did you do?
I pasted a blueprint that has more than one parameter. When the parameter selection window appeared, I accidentally clicked outside of it.
What happened?
The blueprint was pasted again in a new location, and a new parameter selection window opened. If I close this new ...
What did you do?
I pasted a blueprint that has more than one parameter. When the parameter selection window appeared, I accidentally clicked outside of it.
What happened?
The blueprint was pasted again in a new location, and a new parameter selection window opened. If I close this new ...
- Sun Dec 01, 2024 11:29 am
- Forum: Ideas and Suggestions
- Topic: Display text toggle and rotation features for displays on map
- Replies: 0
- Views: 178
Display text toggle and rotation features for displays on map
TL;DR
Add the ability to toggle the display of text on the map and include an option to rotate this text, similar to how it is done for train stations.
What?
I suggest implementing a feature that allows players to toggle the visibility of text displayed by displays on the map. Additionally, it ...
Add the ability to toggle the display of text on the map and include an option to rotate this text, similar to how it is done for train stations.
What?
I suggest implementing a feature that allows players to toggle the visibility of text displayed by displays on the map. Additionally, it ...
- Thu Nov 28, 2024 8:37 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.22] Signal Parameterization Issue: Incorrect Signal Behavior After Blueprint Application
- Replies: 7
- Views: 590
Re: [2.0.22] Signal Parameterization Issue: Incorrect Signal Behavior After Blueprint Application
I use "Molten iron" from "intermediate"
0eNrVVttuozAQ/RU0z6ZKCE4C0valT/sN2Qg5MNlYNTZrm6Yo4t93TLppG6Fu0ou0KyQ0DHM5Z2Y8cICNarGxUnvIDyBLox3kqwM4+VMLFXRa1Ag5hDdeaB+Xpt5ILbyx0DOQusJHyKc9G/GppGuU6OJGaFQvrJN+zQC1l17iMd3w0BW6rTdoKRwbD8GgMY68jA5ZQiQ+ueEMOsjjKZ ...
0eNrVVttuozAQ/RU0z6ZKCE4C0valT/sN2Qg5MNlYNTZrm6Yo4t93TLppG6Fu0ou0KyQ0DHM5Z2Y8cICNarGxUnvIDyBLox3kqwM4+VMLFXRa1Ag5hDdeaB+Xpt5ILbyx0DOQusJHyKc9G/GppGuU6OJGaFQvrJN+zQC1l17iMd3w0BW6rTdoKRwbD8GgMY68jA5ZQiQ+ueEMOsjjKZ ...
- Thu Nov 28, 2024 6:03 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.22] Signal Parameterization Issue: Incorrect Signal Behavior After Blueprint Application
- Replies: 7
- Views: 590
Re: [2.0.22] Signal Parameterization Issue: Incorrect Signal Behavior After Blueprint Application
The "Rocket parts" signal has the same behavior


- Wed Nov 27, 2024 9:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.22] Signal Parameterization Issue: Incorrect Signal Behavior After Blueprint Application
- Replies: 7
- Views: 590
Re: [2.0.22] Signal Parameterization Issue: Incorrect Signal Behavior After Blueprint Application
But at the same time, this behavior works correctly, for example, with the "Stone" signal
- Wed Nov 27, 2024 8:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.22] Signal Parameterization Issue: Incorrect Signal Behavior After Blueprint Application
- Replies: 7
- Views: 590
[Kovarex] [2.0.22] Signal Parameterization Issue: Incorrect Signal Behavior After Blueprint Application
**What did you do?**
1. Created a constant combinator and a lamp in Factorio.
2. Set the lamp's condition to "When molten iron is greater than zero."
3. Created a signal in the combinator named "molten iron."
4. Verified that the lamp was lit as expected.
5. Changed the signal in the combinator to ...
1. Created a constant combinator and a lamp in Factorio.
2. Set the lamp's condition to "When molten iron is greater than zero."
3. Created a signal in the combinator named "molten iron."
4. Verified that the lamp was lit as expected.
5. Changed the signal in the combinator to ...
- Tue Nov 14, 2023 9:16 pm
- Forum: Not a bug
- Topic: [1.1.96] Bypassing the multiplayer password when updating the game
- Replies: 5
- Views: 1145
Re: [1.1.96] Bypassing the multiplayer password when updating the game
Later, at 1:18, I exit the game and immediately connect to it. The server asks for the password. That's why I decided there was a bug.
I do not insist, I explain why I decided that there is a bug
I do not insist, I explain why I decided that there is a bug
