Search found 73 matches
- Fri May 22, 2026 2:50 am
- Forum: Modding interface requests
- Topic: Allow tile names in find_entities_filtered ghost_name filter
- Replies: 1
- Views: 204
Re: Allow tile names in find_entities_filtered ghost_name filter
And/Or, add a ghost_name filter for find_tiles_filtered?
- Thu May 21, 2026 7:31 am
- Forum: Modding interface requests
- Topic: Allow tile names in find_entities_filtered ghost_name filter
- Replies: 1
- Views: 204
Allow tile names in find_entities_filtered ghost_name filter
https://lua-api.factorio.com/latest/concepts/EntitySearchFilters.html
I think that the ghost_name field on EntitySearchFilters should accept tile-ghost names (TileID), not just entity-ghost names (EntityID).
I want to find all landfill ghosts nearby, but since landfill isn't an EntityID find ...
I think that the ghost_name field on EntitySearchFilters should accept tile-ghost names (TileID), not just entity-ghost names (EntityID).
I want to find all landfill ghosts nearby, but since landfill isn't an EntityID find ...
- Wed Feb 04, 2026 4:52 am
- Forum: Fixed for 2.1
- Topic: [2.0.73] Technology search matches hidden recipes in the technology effects
- Replies: 1
- Views: 562
[2.0.73] Technology search matches hidden recipes in the technology effects
It looks like search matches hidden recipes that technologies unlock.
I would expect search to only match results that the user is able to see.
Steps to reproduce:
Step 1. Hide a recipe that is unlocked by a technology. In the attached picture I had the Automatic Train Painter mod installed, as ...
I would expect search to only match results that the user is able to see.
Steps to reproduce:
Step 1. Hide a recipe that is unlocked by a technology. In the attached picture I had the Automatic Train Painter mod installed, as ...
- Mon Dec 29, 2025 6:53 pm
- Forum: Fixed for 2.1
- Topic: [Genhis][2.0.72] Rich text tag for invalid train stop shows incorrect name
- Replies: 1
- Views: 505
[Genhis][2.0.72] Rich text tag for invalid train stop shows incorrect name
The rich text tag for an invalid train stop displays "Train", but it should display "Train stop" to match the text displayed for a valid train-stop.
Steps to reproduce:
1. create new map
2. go to editor mode and place a train and train stop. shift-click on them to add them to chat
3. see that the ...
Steps to reproduce:
1. create new map
2. go to editor mode and place a train and train stop. shift-click on them to add them to chat
3. see that the ...
- Tue Dec 02, 2025 5:27 am
- Forum: Bug Reports
- Topic: [2.0.72] Storage tank frozen patch is missing snow on top corner
- Replies: 0
- Views: 373
[2.0.72] Storage tank frozen patch is missing snow on top corner
See attached images; the storage tank frozen patch is missing snow on the top pipe connection
- Fri Oct 24, 2025 6:58 am
- Forum: Implemented mod requests
- Topic: Add visualization_color to LuaFluidPrototype (runtime)
- Replies: 1
- Views: 392
Add visualization_color to LuaFluidPrototype (runtime)
It would be handy to have the FluidPrototype visualization_color property readable at runtime from LuaFluidPrototype.
It's not so hard to just calculate it in control, but if a mod defines a custom value it seems there's no way to know what it is.
It's not so hard to just calculate it in control, but if a mod defines a custom value it seems there's no way to know what it is.
- Fri Sep 19, 2025 6:41 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.66] Crash when mod is added to simulation "Cannot deduce player for input action: 240."
- Replies: 1
- Views: 3052
[2.0.66] Crash when mod is added to simulation "Cannot deduce player for input action: 240."
What?
If you add the Rate Calculator mod to the main menu simulations (add it to .mods list), Factorio crashes with stack trace:
Stack trace logging done
28.495 Error PlayerInputSource.cpp:593: Cannot deduce player for input action: 240.
28.496 Error CrashHandler.cpp:643: Received 6
Logger ...
If you add the Rate Calculator mod to the main menu simulations (add it to .mods list), Factorio crashes with stack trace:
Stack trace logging done
28.495 Error PlayerInputSource.cpp:593: Cannot deduce player for input action: 240.
28.496 Error CrashHandler.cpp:643: Received 6
Logger ...
- Mon Sep 08, 2025 9:40 pm
- Forum: Duplicates
- Topic: [2.0.66] [Mac] Restarting the game when in fullscreen doesn't close the "space"
- Replies: 3
- Views: 1024
Re: [2.0.66] [Mac] Restarting the game when in fullscreen doesn't close the "space"
Here's the log files of launching the game, disabling a mod, and it relaunching and leaving an empty fullscreen window behind.
I'll add that I'm making it fullscreen by clicking the green fullscreen button in the top menu bar. And that when it relaunches, it goes into windowed mode, not fullscreen.
I'll add that I'm making it fullscreen by clicking the green fullscreen button in the top menu bar. And that when it relaunches, it goes into windowed mode, not fullscreen.
- Mon Sep 08, 2025 5:04 pm
- Forum: Duplicates
- Topic: [2.0.66] [Mac] Restarting the game when in fullscreen doesn't close the "space"
- Replies: 3
- Views: 1024
[2.0.66] [Mac] Restarting the game when in fullscreen doesn't close the "space"
It's the same issue from this post:
https://forums.factorio.com/viewtopic.php?t=117058
When restarting the game when it is in fullscreen, it leaves an empty fullscreen "space" that you have to manually close. Not a big deal, but since it was resolved before I figured I'd let you know it's happening ...
https://forums.factorio.com/viewtopic.php?t=117058
When restarting the game when it is in fullscreen, it leaves an empty fullscreen "space" that you have to manually close. Not a big deal, but since it was resolved before I figured I'd let you know it's happening ...
- Fri Sep 05, 2025 7:45 pm
- Forum: Modding interface requests
- Topic: Crash reports/counts to mod portal?
- Replies: 9
- Views: 1929
Re: Crash reports/counts to mod portal?
I like this idea a lot. Perhaps a button on the stack trace that players could click to submit the error directly to the mod portal page?
- Wed Sep 03, 2025 6:51 am
- Forum: Implemented mod requests
- Topic: Add forced_value property for color mod settings
- Replies: 2
- Views: 972
- Fri Jun 27, 2025 4:45 pm
- Forum: Ideas and Suggestions
- Topic: Blueprints w/ Turrets Should Show Coverage
- Replies: 1
- Views: 588
Re: Blueprints w/ Turrets Should Show Coverage
+1, I would love to see this as well
- Wed Jun 25, 2025 6:08 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction animation for space platform buildings
- Replies: 3
- Views: 941
Deconstruction animation for space platform buildings
Hi,
I LOVE the chunky building animation that plays when you build something on a space platform. It's so good - bravo to the art team and everyone involved! In fact... I like it so much that I want more. While building on a space platform feels physical and meaningful, dragging a deconstruction ...
I LOVE the chunky building animation that plays when you build something on a space platform. It's so good - bravo to the art team and everyone involved! In fact... I like it so much that I want more. While building on a space platform feels physical and meaningful, dragging a deconstruction ...
- Tue Jun 17, 2025 8:41 am
- Forum: Modding interface requests
- Topic: Add silent option to mine_tile()
- Replies: 0
- Views: 364
Add silent option to mine_tile()
Hi,
I am working on allowing the tiny spidertrons from my spiderbots mod be able to deal with tiles. I would like to use LuaPlayer.character.mine_tile() to fulfill tile deconstruction requests because it seems like quite a lot to deal with mining and transferring the product(s) all from script ...
I am working on allowing the tiny spidertrons from my spiderbots mod be able to deal with tiles. I would like to use LuaPlayer.character.mine_tile() to fulfill tile deconstruction requests because it seems like quite a lot to deal with mining and transferring the product(s) all from script ...
- Mon Jan 06, 2025 7:59 pm
- Forum: Modding interface requests
- Topic: Add a method to get contents of an entire fluid system
- Replies: 1
- Views: 778
Add a method to get contents of an entire fluid system
Would it be possible to add a method to be able to get the contents of an entire fluid system?
Essentially I just want to know what fluid is used for the highlight visualization when a player selects one of the pipes. I've tried using `get_fluid_segment_contents()`, but certain entities like pumps ...
Essentially I just want to know what fluid is used for the highlight visualization when a player selects one of the pipes. I've tried using `get_fluid_segment_contents()`, but certain entities like pumps ...
- Fri Nov 15, 2024 4:59 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.11] New cutscenes don't use previous waypoint zoom value
- Replies: 4
- Views: 2546
Re: [Klonan] [2.0.11] New cutscenes don't use previous waypoint zoom value
To add on to what Stringweasel mentioned, it appears that when exiting cutscene controller, zoom is reset to an arbitrary level. In 1.1 it would stay at the level of the last waypoint. I would expect that when exiting the cutscene, zoom is either left unchanged from what it was during the cutscene ...
- Tue Nov 12, 2024 9:17 pm
- Forum: Implemented mod requests
- Topic: Increase the number of allowed pipe connection categories
- Replies: 1
- Views: 954
Increase the number of allowed pipe connection categories
Please consider increasing the number of allowed connection_category . Currently, if you load the game with the Py mod, add a pipe (and underground) for each fluid, and give each pipe a unique category so it doesn't connect to pipes for other fluids, the game errors on load, complaining about too ...
- Tue Nov 12, 2024 7:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan] macOS: Every time the app reloads after changing mod settings, it leaves an unclosable screen in manager
- Replies: 7
- Views: 3559
Re: [StrangePan] macOS: Every time the app reloads after changing mod settings, it leaves an unclosable screen in manage
YAY oh my gosh thanks for fixing this one! I’m also sorry I never reported it, but it was happening for a long time. It was easy enough to close the zombie windows or just make the game not-fullscreen before restarting. But I’m glad I won’t need to do that anymore 
- Wed Nov 06, 2024 12:50 am
- Forum: Already exists
- Topic: Add a method of getting the vehicle a character entity is in while the player is remotely driving
- Replies: 3
- Views: 1405
Re: Add a method of getting the vehicle a character entity is in while the player is remotely driving
Great! This one can get moved to "Already Exists" 
- Wed Nov 06, 2024 12:48 am
- Forum: Modding interface requests
- Topic: Allow cutscenes while in remote view
- Replies: 0
- Views: 410
Allow cutscenes while in remote view
Similar to my other request about allowing cross-surface cutscenes, it would be great if cutscenes could be created for players while they are in remote controller.
In 1.1, it was possible to create cutscenes for players while they had the map open, but in 2.0 since the map was replaced with the ...
In 1.1, it was possible to create cutscenes for players while they had the map open, but in 2.0 since the map was replaced with the ...