What?
Let mods add custom buttons on the top right button bar to open their interfaces.
Why?
In vanilla, the top right bar is used for various interfaces - trains, achievements, production, etc.
In vanilla, the toolbar is for tools - special items and toggles.
Currently, mod interfaces are ...
Search found 66 matches
- Sat Jan 06, 2024 11:40 am
- Forum: Modding interface requests
- Topic: Ability to put mod buttons in the top right button bar
- Replies: 0
- Views: 529
- Sun Dec 17, 2023 9:36 pm
- Forum: Outdated/Not implemented
- Topic: Diminishing returns on parallel research
- Replies: 12
- Views: 4651
Re: Diminishing returns on parallel research
2.0 will alleviate the issue of researching too fast with the introduction of trigger technologies. You would have to produce or mine a certain item to unlock a branch of the tech tree, which means you can't research things before you can use them.
In general Factorio is a game about linear power ...
In general Factorio is a game about linear power ...
- Thu Dec 14, 2023 8:26 pm
- Forum: Modding interface requests
- Topic: [0.16.x] Choose-element-button middle mouse click event
- Replies: 8
- Views: 3083
Re: [0.16.x] Choose-element-button middle mouse click event
Another request for this feature.
In the mod FilterHelper, we do interactions of all 3 mouse buttons, using sprite-button.
I want to add support for Q on the buttons when using Cursor Enhancements (or 2.0's Q on anything feature), and found that the way to do it is with a locked choose-elem-button ...
In the mod FilterHelper, we do interactions of all 3 mouse buttons, using sprite-button.
I want to add support for Q on the buttons when using Cursor Enhancements (or 2.0's Q on anything feature), and found that the way to do it is with a locked choose-elem-button ...
- Sat Dec 02, 2023 8:53 pm
- Forum: Ideas and Suggestions
- Topic: Rail Signal to restrict certain train combinations
- Replies: 7
- Views: 2367
Re: Rail Signal to restrict certain train combinations
The game Sweet Transit (made by a former Factorio dev!) has this feature.
It lets you put requirements on signals according to various attributes - train length, train speed, certain routes, and more.
It lets you put requirements on signals according to various attributes - train length, train speed, certain routes, and more.
- Sun Nov 26, 2023 9:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.*] [Pending] Bug or Realism? The Flash in Factorio.
- Replies: 14
- Views: 8115
Re: [0.12.*] [Pending] Bug or Realism? The Flash in Factorio.
Walls can be passed with a walking speed bonus somewhere between 546% and 564%.
Considering quality armor with quality exoskeletons, this might happen now in a vanilla 2.0 game, depending on what bonuses exoskeletons get from quality, with a large enough equipment grid from a quality armor.
Considering quality armor with quality exoskeletons, this might happen now in a vanilla 2.0 game, depending on what bonuses exoskeletons get from quality, with a large enough equipment grid from a quality armor.
- Thu Nov 23, 2023 7:54 am
- Forum: Documentation Improvement Requests
- Topic: TilePrototype - undocumented features
- Replies: 0
- Views: 684
TilePrototype - undocumented features
Sorted by priority of unclearness:
layer_group/draw_in_water_layer - It's not clear the similarities/differences between layer_group and layer
effect_is_opaque - when false and effect_color has a<1 this doesn't seem to affect tiles which are above water
trigger_effect - What trigger is this ...
layer_group/draw_in_water_layer - It's not clear the similarities/differences between layer_group and layer
effect_is_opaque - when false and effect_color has a<1 this doesn't seem to affect tiles which are above water
trigger_effect - What trigger is this ...
- Tue Nov 21, 2023 8:29 pm
- Forum: Resolved Requests
- Topic: EquipmentPrototype states energy_source as ElectricEnergySource but it can be different - No, just confusing
- Replies: 3
- Views: 1153
EquipmentPrototype states energy_source as ElectricEnergySource but it can be different - No, just confusing
The EquipmentPrototype page shows energy_source specifically as ElectricEnergySource rather than a generic EnergySource.
Some mods, e.g. Jetpack successfully use a battery equipment with an energy_source of type = "void".
There are many other places where energy_source is set to specific sources ...
Some mods, e.g. Jetpack successfully use a battery equipment with an energy_source of type = "void".
There are many other places where energy_source is set to specific sources ...
- Fri Nov 17, 2023 9:59 pm
- Forum: Pending
- Topic: [1.1.94] Visual inconsistency when layering icons on equipment
- Replies: 1
- Views: 776
[1.1.94] Visual inconsistency when layering icons on equipment
In my mod, I add overlays to various icons, including personal equipment.
The icons look OK when viewed on the armor equipment grid, but are completely off when hovering over the armor, which also shows the equipment grid.
Untitled.png
This is the code I have used to layer the icon:
if ...
The icons look OK when viewed on the armor equipment grid, but are completely off when hovering over the armor, which also shows the equipment grid.
Untitled.png
This is the code I have used to layer the icon:
if ...
- Mon Nov 13, 2023 8:53 pm
- Forum: Ideas and Suggestions
- Topic: Inserters should support the "Anything" signal for stack size
- Replies: 11
- Views: 2380
Re: Inserters should support the "Anything" signal for stack size
It doesn't matter how it is implemented, the only thing important is that it chooses one of the signals, in some way that doesn't really matter to me. My use case is sending just one signal anyway.
That said, it indeed would be nice if that signal was the same signal chosen as filter. Again, won't ...
That said, it indeed would be nice if that signal was the same signal chosen as filter. Again, won't ...
- Mon Nov 13, 2023 5:54 pm
- Forum: Ideas and Suggestions
- Topic: Inserters should support the "Anything" signal for stack size
- Replies: 11
- Views: 2380
Re: Inserters should support the "Anything" signal for stack size
Arbitrary means it's not something specific i.e. it's not max, min, or anything useful for users. Yes it's an internal index, that's OK.
I've been wrong about the "Everything" one, the "sum" part is because it's a combinator so it's added in the output, irrelevant for our case.
About which signal ...
I've been wrong about the "Everything" one, the "sum" part is because it's a combinator so it's added in the output, irrelevant for our case.
About which signal ...
- Sun Nov 12, 2023 6:42 am
- Forum: Ideas and Suggestions
- Topic: Inserters should support the "Anything" signal for stack size
- Replies: 11
- Views: 2380
Re: Inserters should support the "Anything" signal for stack size
It means any arbitrary one. Just like the "Anything" output on a decider chooses an arbitrary signal.
You could even have an "Everything" to sum up to the signals, the same as how the condition works.
You could even have an "Everything" to sum up to the signals, the same as how the condition works.
- Sat Nov 11, 2023 1:56 pm
- Forum: Ideas and Suggestions
- Topic: Inserters should support the "Anything" signal for stack size
- Replies: 11
- Views: 2380
Inserters should support the "Anything" signal for stack size
TL;DR
Do not limit inserters to just use specific signals, and instead allow "some" signal to be used as stack size
What ?
Inserter stack size is currently limited to a specific input signal for their stack size. This omission is inconsistent with their circuit condition.
They should be able ...
Do not limit inserters to just use specific signals, and instead allow "some" signal to be used as stack size
What ?
Inserter stack size is currently limited to a specific input signal for their stack size. This omission is inconsistent with their circuit condition.
They should be able ...
- Wed Nov 01, 2023 7:31 pm
- Forum: Ideas and Suggestions
- Topic: Shortcut bar should work like the quickbar, with middle-click support
- Replies: 1
- Views: 804
Shortcut bar should work like the quickbar, with middle-click support
TL;DR
Shortcut bar should be consistent with the quickbar, allowing easy customization of positions and contents
What ?
Currently, the shortcut bar is quite obtuse, relying on a tiny "three dots" button to customize. Reordering shortcuts is not where the icons actually are, and they move ...
Shortcut bar should be consistent with the quickbar, allowing easy customization of positions and contents
What ?
Currently, the shortcut bar is quite obtuse, relying on a tiny "three dots" button to customize. Reordering shortcuts is not where the icons actually are, and they move ...
- Mon Feb 27, 2023 4:45 pm
- Forum: Ideas and Suggestions
- Topic: New player experience: "New tips" experience
- Replies: 1
- Views: 1051
New player experience: "New tips" experience
TL;DR
The new tips are ignored by many new users for the wrong reasons such as missing the "mark as read" button or don't know how to reopen old tips.
What?
Many new users underutilize the "New Tips" on the bottom left.
The game should indicate better to the player to click the "Mark as read ...
The new tips are ignored by many new users for the wrong reasons such as missing the "mark as read" button or don't know how to reopen old tips.
What?
Many new users underutilize the "New Tips" on the bottom left.
The game should indicate better to the player to click the "Mark as read ...
- Thu Feb 03, 2022 3:50 pm
- Forum: Duplicates
- Topic: [1.1.53] "Select new blueprint contents for blueprint" overwrites the blueprint even when not saved
- Replies: 2
- Views: 1374
Re: [1.1.53] "Select new blueprint contents for blueprint" overwrites the blueprint even when not saved
Thanks. Couldn't find it in my search.
- Thu Feb 03, 2022 3:24 pm
- Forum: Duplicates
- Topic: [1.1.53] "Select new blueprint contents for blueprint" overwrites the blueprint even when not saved
- Replies: 2
- Views: 1374
[1.1.53] "Select new blueprint contents for blueprint" overwrites the blueprint even when not saved
"Select new blueprint contents for blueprint" and "Upgrade items and entities in the blueprint" automatically save the blueprint, even though escape/cancel is pressed, without clicking "Save blueprint" or clicking "E". This is confusing compared to right-clicking entities, changing name, icons or ...
- Mon Nov 15, 2021 5:38 pm
- Forum: Implemented Suggestions
- Topic: mark-for-upgrading when blueprinting over fast-replaceable entities
- Replies: 39
- Views: 16832
Re: mark-for-upgrading when blueprinting over fast-replaceable entities
Agree, or mark for deconstruct or upgrade, i assume?
Absolutely : place the ghosts that can be placd as is, fast-replace/upgrade what can be, and finally mark for deconstruction and setup a ghost for the rest.
Manually shift-placing things allows for fast-replacements, upgrades ...
- Sun Nov 14, 2021 11:33 pm
- Forum: Implemented Suggestions
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 64285
Re: Hotkey to replace existing structures with blueprint
What I want is a blueprint mode that places blueprint ghosts as if I went manually and placed all those ghosts one-by-one.
Currently, ghost mode (shift-click) is a very powerful tool, allowing for upgrades, downgrades, changing direction, replacing belts with undergrounds or splitters, replacing ...
Currently, ghost mode (shift-click) is a very powerful tool, allowing for upgrades, downgrades, changing direction, replacing belts with undergrounds or splitters, replacing ...
- Tue Aug 03, 2021 6:37 am
- Forum: Ideas and Suggestions
- Topic: Oil refinery should only show the pipes used in the chosen recipe
- Replies: 8
- Views: 3751
Re: Oil refinery should only show the pipes used in the chosen recipe
'Alt' mode already does this. IMO, we should instead be encouraging new players to enable 'Alt' mode.
I've seen several people, with ALT mode on, and still connect the pipes incorrectly.
I think it is more useful to show all the pipes, so new players can see where there are inlets to avoid ...
- Sun Aug 01, 2021 4:01 pm
- Forum: Ideas and Suggestions
- Topic: Oil refinery should only show the pipes used in the chosen recipe
- Replies: 8
- Views: 3751
Oil refinery should only show the pipes used in the chosen recipe
TL;DR
To reduce confusion for new players, the oil refinery should only show input and output pipes that are used for the specific recipe.
What and why?
Many new players that see the oil refinery for the first time get confused by the amount of pipes that go in and out of the refinery.
A common ...
To reduce confusion for new players, the oil refinery should only show input and output pipes that are used for the specific recipe.
What and why?
Many new players that see the oil refinery for the first time get confused by the amount of pipes that go in and out of the refinery.
A common ...