I believe this is only a minor cosmetic issue, but figured I'd report it anyway.
When doing game.print() on a LuaPlayer object it pretty prints some of the members (index, name, controller, position, surface, and connected). In that display it shows the index as '0' when the index is actually 1. If ...
Search found 44 matches
- Wed Mar 26, 2025 5:56 pm
- Forum: Resolved for the next release
- Topic: [boskid][2.0.42] Pretty printer for LuaPlayer has the wrong value for index
- Replies: 1
- Views: 111
- Sun Feb 23, 2025 3:03 am
- Forum: Not a bug
- Topic: [2.0.35] 1.1 BP converted during game load is converted differently than pasting via BP string
- Replies: 3
- Views: 239
Re: [2.0.35] 1.1 BP converted during game load is converted differently than pasting via BP string
Look like a similar thing to viewtopic.php?p=662942#p662942 where LuaRecord::contents was being created as a compacted list without keys which resulted in LuaRecord::get_active_index() to point to non-existing keys in LuaRecord::contents.
- Sun Feb 23, 2025 2:55 am
- Forum: Not a bug
- Topic: [2.0.35] 1.1 BP converted during game load is converted differently than pasting via BP string
- Replies: 3
- Views: 239
Re: [2.0.35] 1.1 BP converted during game load is converted differently than pasting via BP string
I'm not sure I understand your response here, as it really doesn't apply to what I demonstrated.
Are you saying there are two different formats with in 2.0.35, or that 1.1.x and 2.x are two different formats? If it is the latter, yeah that's clear. What isn't clear is why 2.x generates two ...
Are you saying there are two different formats with in 2.0.35, or that 1.1.x and 2.x are two different formats? If it is the latter, yeah that's clear. What isn't clear is why 2.x generates two ...
- Sun Feb 23, 2025 12:51 am
- Forum: Not a bug
- Topic: [2.0.35] 1.1 BP converted during game load is converted differently than pasting via BP string
- Replies: 3
- Views: 239
[2.0.35] 1.1 BP converted during game load is converted differently than pasting via BP string
A 1.1 blueprint in a players storage, game inventory, or game library are all converted upon load into 2.x. Filters in constant combinators have their location (index) changed. All filters in the combinator are compacted into a 1 indexed, sequential list with no gaps. If you export that BP on 1.1 ...
- Sun Feb 23, 2025 12:15 am
- Forum: Bug Reports
- Topic: [2.0.35] Crash after mod error on updating BP in library (SingleBlueprintRecord check fails)
- Replies: 0
- Views: 172
[2.0.35] Crash after mod error on updating BP in library (SingleBlueprintRecord check fails)
This is a crash of the factorio binary after an error in a mod crashes the mod / save game.
It specifically happens when attempting to update a blueprint in a players library, and not when attempting to update a blueprint in the game library. While attempting to update the BP in the game library ...
It specifically happens when attempting to update a blueprint in a players library, and not when attempting to update a blueprint in the game library. While attempting to update the BP in the game library ...
- Sat Feb 15, 2025 5:39 pm
- Forum: Modding interface requests
- Topic: LuaRecord::get_active_index not usable
- Replies: 1
- Views: 219
LuaRecord::get_active_index not usable
LuaRecord::get_active_index() was added in 2.0.29, presumably to allow working with blueprint book stored in players or game libraries. This LuaRecord is also now ( 2.0.34 ) the way we interact with updated blueprints in on_player_setup_blueprint (https://forums.factorio.com/88100).
If picking up a ...
If picking up a ...
- Thu Feb 13, 2025 10:34 pm
- Forum: Ideas and Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 29
- Views: 3024
Re: Add setting to hide unresearched items/recipes in factoriopdia
+1
Wholeheartedly yes. This capability from Recipe Book is sorely missed.
Wholeheartedly yes. This capability from Recipe Book is sorely missed.
- Sat Jan 11, 2025 3:21 pm
- Forum: Ideas and Suggestions
- Topic: Add spoilage priority to loaders
- Replies: 4
- Views: 507
Re: Add spoilage priority to loaders
@Koub
Which conversation did you merge this into. I think viewtopic.php?f=6&t=123696 used to be one, but it appears to have been removed.
- Thu Jan 02, 2025 4:54 am
- Forum: Won't implement
- Topic: Feature flags improvement
- Replies: 24
- Views: 1950
Re: Feature flags improvement
It doesn't need to be official, but more just officially recommended as the one and only "enable feature flags" mod so there's only one mod that other mods need to check for and there aren't fifty different mods for the same thing
Why would the other mods be checking for a mod when they should ...
- Mon Dec 30, 2024 4:04 pm
- Forum: Won't implement
- Topic: Feature flags improvement
- Replies: 24
- Views: 1950
Re: Feature flags improvement
Exactly. If there are only non-SA mods enabled, SA binary will behave exactly the same as non SA binary to make it possible for MP games to be possible between SA and non-SA binaries. As such there is nothing to change here. If all features would be enabled by default in SA binary then cross ...
- Thu Dec 26, 2024 1:12 am
- Forum: Won't implement
- Topic: Feature flags improvement
- Replies: 24
- Views: 1950
Feature flags improvement
The idea that certain engine capabilities are locked behind feature flags is a great idea and I support their use. Where the current implementation falls down is an inability to interrogate their presence.
The current implementation of feature flags does not indicate weather or not a feature exists ...
The current implementation of feature flags does not indicate weather or not a feature exists ...
- Thu Dec 19, 2024 6:10 pm
- Forum: Documentation Improvement Requests
- Topic: [2.0.27] Surface.create_entitty / InventoryFilter API documentation
- Replies: 2
- Views: 306
Re: 2.0.27 surface.create_entitty / InventoryFilter API documentation
Bah, yeah, this should go there then. I figured there had to be. I was looking in the wrong parent.robot256 wrote: Thu Dec 19, 2024 5:55 pm Good catch. FYI there is a separate subforum for documentation issues: viewforum.php?f=233

- Thu Dec 19, 2024 4:24 pm
- Forum: Documentation Improvement Requests
- Topic: [2.0.27] Surface.create_entitty / InventoryFilter API documentation
- Replies: 2
- Views: 306
[2.0.27] Surface.create_entitty / InventoryFilter API documentation
The surface.create_entity documentation indicates that the 'filters | request_filters' keys take a parameter of type 'array[InventoryFilter](?)' when the type is inserter, loader, or logistics-container.
logistics-container:
request_filters :: array[InventoryFilter]?
loaders:
filters :: array ...
logistics-container:
request_filters :: array[InventoryFilter]?
loaders:
filters :: array ...
- Fri Dec 06, 2024 1:07 am
- Forum: Not a bug
- Topic: [2.0.24] Loaders show wrong max energy consumption
- Replies: 4
- Views: 309
Re: [2.0.24] Loaders show wrong max energy consumption
Thanks for the added explanation. Was just wrapping my head around that and doing the additional maths too. I understand now. Thanks for putting up with me. 

- Fri Dec 06, 2024 12:51 am
- Forum: Not a bug
- Topic: [2.0.24] Loaders show wrong max energy consumption
- Replies: 4
- Views: 309
Re: [2.0.24] Loaders show wrong max energy consumption
But all the different speed loaders should show the same value? Was that a compromise that came in with the fix for 118529? Prior to that the showed reasonable values.
- Fri Dec 06, 2024 12:48 am
- Forum: Minor issues
- Topic: [2.0.24] Loaders configured for stacking don't properly fill the belt
- Replies: 3
- Views: 727
[2.0.24] Loaders configured for stacking don't properly fill the belt
12-05-2024, 18-35-21.png
For a chest that is being fed by 6 full red belts (180 items/s) and being drained by 1 red belt (stacked to 4 layers - 120 items / second)
If the chest is completely full (bottom), the output belt will be completely full (32 items / tile).
If the chest is not completely ...
For a chest that is being fed by 6 full red belts (180 items/s) and being drained by 1 red belt (stacked to 4 layers - 120 items / second)
If the chest is completely full (bottom), the output belt will be completely full (32 items / tile).
If the chest is not completely ...
- Fri Dec 06, 2024 12:22 am
- Forum: Not a bug
- Topic: [2.0.24] Loaders show wrong max energy consumption
- Replies: 4
- Views: 309
[2.0.24] Loaders show wrong max energy consumption
Yes, I saw https://forums.factorio.com/119762 was marked not-a-bug, but I don't think it properly (completely) described the issue.
The same loaders in the save game provided in https://forums.factorio.com/118529 are in play here. In 2.0.13 each loader showed a different value for their max energy ...
The same loaders in the save game provided in https://forums.factorio.com/118529 are in play here. In 2.0.13 each loader showed a different value for their max energy ...
- Sun Nov 03, 2024 11:25 pm
- Forum: Modding interface requests
- Topic: Upgrade planer alternatives
- Replies: 0
- Views: 165
Upgrade planer alternatives
There are destruction_alternative, and factoriopedia_alternative properties that allow entities with differing properties to be merged into a single (player facing) entity in all the selections. However, this doesn't apply to the upgrade planer. When a player tries to make an upgrade planer they see ...
- Sun Nov 03, 2024 2:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [2.0.14] Loaders do not retain loader_filter_mode upon upgrade
- Replies: 1
- Views: 795
[boskid] [2.0.14] Loaders do not retain loader_filter_mode upon upgrade
When upgrading a loader to the next_upgrade the loader_filter_mode is reverted to "none".
- Wed Oct 30, 2024 2:30 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.12] Loader entity with energy source does not operate at advertised speed
- Replies: 1
- Views: 876
[boskid][2.0.12] Loader entity with energy source does not operate at advertised speed
Loader entities that have an energy source configured may not operate at the correct speed. The loaders (and belts) below, from the top down, are supposed to operate at the following Item/s speeds:
3.75
15
30
45
60
90
135
180
225
270
The displays show the item rate passing by x100. In the upper ...
3.75
15
30
45
60
90
135
180
225
270
The displays show the item rate passing by x100. In the upper ...