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by Quezler
Sun Oct 19, 2025 12:41 pm
Forum: Fixed for 2.1
Topic: [2.0.71] duplicate custom_tooltip_fields on equipment prototypes
Replies: 1
Views: 457

[2.0.71] duplicate custom_tooltip_fields on equipment prototypes

I was trying to update the Jetpack mod to have the thrust description in a custom tooltip instead of hardcoded into the locale.

It appears that custom tooltips applied to equipment prototypes show up twice in the description of the item instead of once.

data.raw["solar-panel-equipment"]["solar ...
by Quezler
Sun Oct 19, 2025 8:40 am
Forum: Ideas and Suggestions
Topic: give the main menu version string some margin on the left
Replies: 0
Views: 255

give the main menu version string some margin on the left

Right now it is squished against the left and has some margin at the top, it would be lovely if the distance from the edge would be closer to the same.
by Quezler
Fri Oct 17, 2025 2:25 pm
Forum: Modding interface requests
Topic: graphics_set_flipped & forced_symmetry for MiningDrillPrototypes
Replies: 4
Views: 1156

Re: graphics_set_flipped & forced_symmetry for MiningDrillPrototypes

+1 for supporting this in general, and making the burner mining drill do it
by Quezler
Fri Oct 17, 2025 12:02 pm
Forum: Modding interface requests
Topic: scripted equipment grid equipment prototype
Replies: 2
Views: 338

Re: scripted equipment grid equipment prototype

no, the battery still comes with a mandatory energy bar, the wish is to have an equipment prototype that has no mandatory tooltips or sections like energy.
by Quezler
Fri Oct 17, 2025 9:57 am
Forum: Modding interface requests
Topic: scripted equipment grid equipment prototype
Replies: 2
Views: 338

scripted equipment grid equipment prototype

would be nice if there was an equipment prototype that just did nothing. (well maybe apart from supporting power usage and being able to turn on/off by script individually)

Pre 2.0 modders resort to using things like 1kw night vision, exoskeleton equipment, but those still very much perform a role ...
by Quezler
Fri Oct 17, 2025 9:53 am
Forum: Fixed for 2.1
Topic: [2.0.71] inventory-bonus-equipment does not display energy usage in description
Replies: 1
Views: 470

[2.0.71] inventory-bonus-equipment does not display energy usage in description

the energy usage of said equipment is defined as the electrical drain, but nowhere in the tooltip does it mention that it actually consumes 100kW.

`{"description.constant-energy-consumption"}` would probably fit better than just "(min.) consumption" i suppose.
by Quezler
Mon Oct 13, 2025 7:14 pm
Forum: Duplicates
Topic: [2.0.69] furnace with quality modules still applies quality to recipes with quality disabled
Replies: 2
Views: 470

Re: [2.0.69] furnace with quality modules still applies quality to recipes with quality disabled

eugenekay wrote: Mon Oct 13, 2025 7:01 pm Previously
oh that unfortunate, it would be really nice if recipe level effect restrictions took priority over effects on the machine since it makes no sense currently.
by Quezler
Mon Oct 13, 2025 6:42 pm
Forum: Duplicates
Topic: [2.0.69] furnace with quality modules still applies quality to recipes with quality disabled
Replies: 2
Views: 470

[2.0.69] furnace with quality modules still applies quality to recipes with quality disabled

steps to reproduce:
- pick a -recycling recipe to set `allow_quality = false` on
- place a recycler and fill it with productivity modules
- set it to recycle your picked item from an infinity chest
- notice that it is able to product quality results of your item
- take a module from the recycler ...
by Quezler
Mon Oct 13, 2025 5:06 pm
Forum: Modding interface requests
Topic: saved_progress support for scripted research triggers
Replies: 2
Views: 662

saved_progress support for scripted research triggers

if the trigger for a technology is "scripted" you seem to be unable to set saved_progress on it in order to indicate it to the user, for example when there are multiple entities a player can mine and not just one so you can count it in your script and just update the saved progress and once its ...
by Quezler
Thu Oct 09, 2025 7:05 pm
Forum: Ideas and Suggestions
Topic: make selecting a train station ghost also draw the white rolling stock boxes
Replies: 0
Views: 187

make selecting a train station ghost also draw the white rolling stock boxes

asked the question the other day on a somewhat quiet factorio discord server and it gathered 5 whole reactions which is quite a lot there:
by Quezler
Mon Oct 06, 2025 12:34 pm
Forum: Ideas and Suggestions
Topic: change the rocket silo's center right tubing
Replies: 0
Views: 249

change the rocket silo's center right tubing

since 2.0's release there have been some graphical tweaks to existing buildings, and i would like to nominate the rocket silo for a slight graphical change:

zoomed out it always looks like an alt-mode icon of something vaguely resembling a wall, it would be nice if that tube could take a sharper ...
by Quezler
Wed Sep 24, 2025 7:41 am
Forum: Implemented mod requests
Topic: Add a custom/scriptable TechnologyTrigger
Replies: 9
Views: 1494

Re: Add a custom/scriptable TechnologyTrigger

+1 this would really fill a gap, like for space exploration's hidden unofficial quality mod compatibility i used the "capture" type set to a non-spawner building entity (weird that it's even allowed) just because it thematically it would make sense, but it would be nice if there was a "nothing ...
by Quezler
Tue Sep 23, 2025 4:31 pm
Forum: Modding interface requests
Topic: official beacon tints for the productivity and quality modules
Replies: 0
Views: 260

official beacon tints for the productivity and quality modules

they are not in beacons by default, and therefore only the speed & efficiency modules have module tints defined for them.

it would be nice if wube could come up with an official beacon_tint for productivity and quality modules that other mods could reference.
by Quezler
Mon Sep 22, 2025 12:21 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.66] last row of factoriopedia tab not clickable near the top
Replies: 1
Views: 1954

[boskid][2.0.66] last row of factoriopedia tab not clickable near the top

- disable space age and quality
- install space exploration
- open factoriopedia
- scroll down on the first tab
- notice that you cannot select/click the last row when it is partially starting to hide again

tabs with a small number of rows do not seem to get affected, and ofc since the scroll bar ...
by Quezler
Sun Sep 14, 2025 7:37 am
Forum: Modding interface requests
Topic: being able to read/write the flashing finished technology
Replies: 0
Views: 374

being able to read/write the flashing finished technology

i and others run into the limitation of not being able to set which technology "just got researched", there's a previous_technology on the force, but writing to it does not cause the technology button to flash, right now the most we can do is write the message to chat with the appropriate sound but ...
by Quezler
Sat Sep 13, 2025 12:47 pm
Forum: Implemented mod requests
Topic: LuaInventory::get_item_counts(item) to get all counts of a quality
Replies: 1
Views: 495

LuaInventory::get_item_counts(item) to get all counts of a quality

A limitation of the inventory api is not being able to query for one item name and get back how many of each quality there are, you'd have to call it once for each quality or just go through get_contents().

it would be nice if we could get like a get_item_count S function or expand get_contents ...
by Quezler
Sat Sep 06, 2025 7:02 am
Forum: Modding interface requests
Topic: Add quantity to choose-elem-button
Replies: 9
Views: 2559

Re: Add quantity to choose-elem-button

+1, in the past i have ran into this limitation on occasion, it would be nice if lua was able to call forth that gui.
by Quezler
Wed Sep 03, 2025 8:52 pm
Forum: Modding interface requests
Topic: a way to have a lua gui element visible to (only) certain controllers
Replies: 0
Views: 294

a way to have a lua gui element visible to (only) certain controllers

When playing multiplayer and you switch to remote view you get a border so any elements hugging the side would need to be repositioned (or have their visibility toggled), this does not look very nice in remote view.

It would be nice if you could set the visibility of a lua gui element to remote/not ...
by Quezler
Tue Sep 02, 2025 4:57 pm
Forum: Fixed for 2.1
Topic: [2.0.66] display panel text changes get lost if you change anything else
Replies: 4
Views: 1216

[2.0.66] display panel text changes get lost if you change anything else

- /cheat all
- place display panel
- enter text in the text field
- check always show (or show tag in chart, or set/remove an icon)
- notice the text field is empty again

expected behavior: changes to the text stay intact until the gui is either exited or confirmed

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