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 ...
Search found 300 matches
- 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
- 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.
- 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
- 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.
- 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 ...
Pre 2.0 modders resort to using things like 1kw night vision, exoskeleton equipment, but those still very much perform a role ...
- 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.
`{"description.constant-energy-consumption"}` would probably fit better than just "(min.) consumption" i suppose.
- 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
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.
- 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 ...
- 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 ...
- 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 ...
- 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:
- 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 ...
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 ...
- 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 ...
- 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.
it would be nice if wube could come up with an official beacon_tint for productivity and quality modules that other mods could reference.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
it would be nice if we could get like a get_item_count S function or expand get_contents ...
- 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.
- 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 ...
It would be nice if you could set the visibility of a lua gui element to remote/not ...
- 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
- 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
- Mon Sep 01, 2025 2:31 pm
- Forum: Implemented Suggestions
- Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
- Replies: 19
- Views: 9483
Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
Thanks Wube, I am sure reverting it was the best choice for now. 