Search found 300 matches
- Mon Jan 25, 2021 1:57 am
- Forum: Won't implement
- Topic: screen.element.force_render_above() please?
- Replies: 23
- Views: 2262
Re: screen.element.force_render_above() please?
FYI, Ownlyme has linked this topic as (part of) explanation of why he's stopping modding, and I have to say: without knowing the context, this topic as-is looks like a big embarassment for the dev team. Small mod developer makes a totally sensible request, then a dev tells "We don't care" then list...
- Sun Jan 17, 2021 7:53 pm
- Forum: Modding interface requests
- Topic: Differentiate types of on_gui_closed
- Replies: 3
- Views: 206
Re: Differentiate types of on_gui_closed
+100. I think it would make more sense to fire `on_gui_confirmed` itself, so you can also pick up on the alt-keys.
- Sun Jan 17, 2021 7:26 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement double slider
- Replies: 2
- Views: 243
Re: LuaGuiElement double slider
+1. I would like to use a double slider for my Quick Item Search interface. Right now I have to use two separate sliders, which wastes a lot of space.
- Sat Jan 16, 2021 8:12 am
- Forum: Ideas and Suggestions
- Topic: Smart belt dragging to place splitters
- Replies: 2
- Views: 113
- Sat Jan 16, 2021 1:59 am
- Forum: Won't implement
- Topic: Event: on_entity_request_slot_changed
- Replies: 1
- Views: 224
Re: Event: on_entity_request_slot_changed
I see this was silently moved to "won't implement". Is there a reason for that, or is it just on the back burner? Anyway, I need this now more than ever, for a different mod. I could survive without it, but with it I can significantly improve the performance of my mod when it comes to setting specif...
- Fri Jan 15, 2021 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Smart belt dragging to place splitters
- Replies: 2
- Views: 113
Smart belt dragging to place splitters
The new smart belt dragging is phenomenal, and I don't know how I ever lived without it now. However, it is missing one thing: splitters. I came up with a solution for splitters that I think is ridiculously intuitive: When smart dragging a belt, moving your cursor to one side of the belt then pressi...
- Thu Jan 14, 2021 4:06 pm
- Forum: Releases
- Topic: Version 1.1.9
- Replies: 20
- Views: 6673
Re: Version 1.1.9
Added smart belt dragging option that unlocks 2 fundamental features for belt building and is enabled by default: 1) Rotating while belt dragging can be used to build belt segments faster. 2) Automatic underground belt placement when obstacle is encountered. Nice feature, but i dont want to press r...
- Mon Jan 11, 2021 5:53 am
- Forum: Modding interface requests
- Topic: Allow up and down arrows to be captured by custom-inputs when in a single-line textfield
- Replies: 0
- Views: 69
Allow up and down arrows to be captured by custom-inputs when in a single-line textfield
In a rewrite of one of my mods, I'm using an admittedly disgusting hack to detect an enter with any combo of modifier keys (ctrl, shift, alt). I'm using a to-be-invisible numeric textfield that is confirmed to detect enter, but is set to numeric to allow custom inputs to work. However, even though i...
- Sun Jan 03, 2021 1:05 am
- Forum: Ideas and Suggestions
- Topic: Control for picking up one item
- Replies: 1
- Views: 91
Control for picking up one item
The one itemstack interaction I've been missing is how to take one of whatever you're hovering over. Could this be added? We're out of primary mouse buttons, so how about using F by default? I have some extra mouse buttons so I'll remap it, but I think that would make for a good default.
- Tue Dec 22, 2020 6:56 pm
- Forum: Modding interface requests
- Topic: Tie a sprite-button to a LuaItemStack
- Replies: 2
- Views: 141
Tie a sprite-button to a LuaItemStack
I would like to request a way to tie a LuaItemStack to a sprite-button, so we can show the contents of that ItemStack in the same way that the base game does. Currently, sprite-buttons can only display SpritePaths, which are static and unchanging. This means that you can't display things such as a b...
- Tue Dec 15, 2020 7:27 pm
- Forum: Modding interface requests
- Topic: [0.18.8] - 1x1 Loaders doesn't support speed 240 items/second
- Replies: 9
- Views: 731
Re: [0.18.8] - 1x1 Loaders doesn't support speed 240 items/second
I'll add my own things to this list: - Per-lane filters - Show filters in alt info - Let input loaders support filters (less important) If the first two were implemented, along with supporting faster belt speeds, then I could significantly simplify Editor Extensions' infinity loaders. The third thin...
- Sat Dec 12, 2020 6:05 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement sprite-button: disabled_sprite
- Replies: 0
- Views: 78
LuaGuiElement sprite-button: disabled_sprite
It would be nice if we could specify a sprite to show when a sprite button is disabled. That is all! 

- Sun Dec 06, 2020 6:03 pm
- Forum: Duplicates
- Topic: [1.1.5] Crash when loading any existing save file with my blueprint library
- Replies: 3
- Views: 362
Re: [1.1.5] Crash when loading any existing save file with my blueprint library
My apologies, I usually am pretty good about looking first. This time I forgot. 

- Sun Dec 06, 2020 6:00 pm
- Forum: Duplicates
- Topic: [1.1.5] Crash when loading any existing save file with my blueprint library
- Replies: 3
- Views: 362
[1.1.5] Crash when loading any existing save file with my blueprint library
I somehow managed to screw up my blueprint library such that loading any pre-existing save file with it will crash the game. This happened right after I edited a blueprint already in the library (the one at the bottom) to have a relative grid, then saved it and tried to load another save file. To re...
- Mon Nov 30, 2020 11:49 pm
- Forum: Modding interface requests
- Topic: Customizable selection box color for selection tools
- Replies: 0
- Views: 79
Customizable selection box color for selection tools
I swear I've requested this before, but I couldn't find a thread on it after searching. I would love to be able to use custom colors for the entity selection boxes while using selection tools, so I can match them to the color of the selection rectangle. This is a purely cosmetic thing, so it's not a...
- Mon Nov 30, 2020 11:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.3] Misaligned selection tool icons when dragging from right to left
- Replies: 1
- Views: 379
[1.1.3] Misaligned selection tool icons when dragging from right to left
When dragging a selection tool from right to left, there is a large gap between the cursor and the start of the item icons. The gap increases in size proportionally to the number of icons it's showing. 2020-11-30 16_44_13-Factorio 1.1.3.png To reproduce - Load any world with a lot of entities - Make...
- Thu Nov 26, 2020 8:27 am
- Forum: Modding interface requests
- Topic: Tips and Tricks wishlist
- Replies: 3
- Views: 206
Tips and Tricks wishlist
I've been exploring the new tips and tricks functionality, and have compiled a small list of features and/or changes that I would like to see surrounding them. Since there's no documentation for them yet, it's been a bit of a challenge. Before the list, I want to point something out to the modders r...
- Wed Nov 25, 2020 7:00 pm
- Forum: Modding interface requests
- Topic: Make ItemWithLabel::label accept LocalisedString
- Replies: 2
- Views: 210
Re: Make ItemWithLabel::label accept LocalisedString
I'm back to +1 this. I am messing with item labels myself now, and them not supporting localised strings is a huge bummer. I can use flib's translation module to get them, but that is a huge amount of added complexity for such a small thing. I hope for the best! :) 2020-11-25 12_01_25-Factorio 1.1.1...
- Wed Nov 25, 2020 7:43 am
- Forum: Modding interface requests
- Topic: Prototype property to make an item not place ghosts when holding shift
- Replies: 0
- Views: 78
Prototype property to make an item not place ghosts when holding shift
I would like to request a prototype property for items (perhaps a flag?) that will change the behavior for that item so holding shift will not trigger ghost building. My usecase is a really hacky one: I am using a selection tool with a place_result to detect the cursor position while dragging. I wou...
- Thu Nov 19, 2020 4:50 am
- Forum: Modding interface requests
- Topic: Make ItemWithLabel::label accept LocalisedString
- Replies: 2
- Views: 210
Re: Make ItemWithLabel::label accept LocalisedString
In the meantime, you could use localisation in item labels by using LuaPlayer::request_translation() and storing the translation in the player's global table.