Search found 107 matches

by _CodeGreen
Mon Jul 20, 2026 5:40 pm
Forum: Bug Reports
Topic: [2.1.11] Drag building placeable-off-grid entities doesn't build them close together
Replies: 0
Views: 78

[2.1.11] Drag building placeable-off-grid entities doesn't build them close together

Building off-grid entities changed at some point between 1.1 and now. The current behavior only attempts to place one when your cursor moves across a tile boundary, and if it can't place one, you "lose" out on the tile and have to move your cursor to a different tile for it to trigger again ...
by _CodeGreen
Sun Jul 12, 2026 4:42 pm
Forum: Duplicates
Topic: [2.1.9] Crash with LuaInventory::transfer_from_stack using DetailedItemOnLine::stack
Replies: 1
Views: 130

[2.1.9] Crash with LuaInventory::transfer_from_stack using DetailedItemOnLine::stack

For reproduction, place a single belt with an item on the left transport line, hover over it with your cursor, and run this command:

Code: Select all

/c local p = game.player p.get_main_inventory().transfer_from_stack(p.selected.get_transport_line(1).get_detailed_contents()[1].stack)
by _CodeGreen
Sat Jul 11, 2026 3:52 pm
Forum: Modding interface requests
Topic: modded demolisher map colors
Replies: 2
Views: 175

Re: modded demolisher map colors

+1, this seems like a useful addition, I can see something like LuaTerritory::color working quite well, as well as LuaSurface::create_territory.color
by _CodeGreen
Sun Jun 28, 2026 5:54 pm
Forum: Not a bug
Topic: [2.1.7][Linux] Ghost entities playing same, scratchy sound
Replies: 7
Views: 555

Re: [2.1.7][Linux] Ghost entities playing same, scratchy sound

Regardless of intent, this sound hurts my ears. It's perceptually louder than every other entity gui sound in the game, and I had to mod it to be silent.
I am not opposed to ghost gui sounds, however the current ones are not ideal.
I even thought I had a bug in one of my mods while updating it to 2 ...
by _CodeGreen
Thu Jun 25, 2026 11:44 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.8] LuaControl::mine_tile fails with non-player characters
Replies: 1
Views: 454

[2.1.8] LuaControl::mine_tile fails with non-player characters

This method works with LuaPlayer, but spawning a character entity and using it to mine a tile fails.
The description of LuaControl states "Mines the given tile as if this player (or character) mined it." which is the exact same as LuaControl::mine_entity besides the word "tile", and mine_entity ...
by _CodeGreen
Tue Jun 23, 2026 6:35 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 244
Views: 157616

Re: Version 2.1.7



1. Please make the combinators fast replaceable.



Sure, requested many times (https://forums.factorio.com/83042). In 1.1, there was a mod by CodeGreen which worked perfectly fine, and its port for 2.0 by O5MO which worked with replacement from inventory but not from map view and/or ghosts ...
by _CodeGreen
Sun Mar 01, 2026 2:43 am
Forum: Modding interface requests
Topic: Allow entities to prevent automatic targeting behavior of inserters while allowing explicit assignment by script
Replies: 4
Views: 1313

Re: Allow entities to prevent automatic targeting behavior of inserters while allowing explicit assignment by script

+1, I've resorted to a workaround by creating an invisible container with a weight limit of 0 on top of the entity so things interact with it instead, though an inventory with bar might be easier for that on second thought
by _CodeGreen
Thu Nov 20, 2025 5:31 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.72] LuaEntity::register_tree(tree) doesn't wake up agricultural tower with type tree
Replies: 1
Views: 575

[2.0.72] LuaEntity::register_tree(tree) doesn't wake up agricultural tower with type tree

Attempting to register a tree (not plant) to an agricultural tower with after it has done its initial "clear the area" phase succeeds, but the tower does not attempt to mine the tree, instead keeping the status "Item ingredient shortage".
by _CodeGreen
Thu Oct 23, 2025 2:07 pm
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 23
Views: 4932

Re: Discussion/Poll: Potential unification of recipe category & additional_categories

I don't think many people will be doing a lot of category modification, and while it would be nice in that case to have a dictionary, it's really not that bad to do an array. If I were making a bunch of handcrafting recipes, I wouldn't want to have to specify {"crafting"} every single time, and that ...
by _CodeGreen
Wed Oct 22, 2025 9:01 pm
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 23
Views: 4932

Re: Discussion/Poll: Potential unification of recipe category & additional_categories

front wrote: Wed Oct 22, 2025 8:42 pm Also, I think it was planned for 2.1 anyways.
Not necessarily. Only the splitting of the hybrid categories into their respective parts is confirmed, the unification of `categories` is an optional step 2 that I will only say was recently talked about not doing for fear of breaking changes.
by _CodeGreen
Wed Oct 22, 2025 8:19 pm
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 23
Views: 4932

Discussion/Poll: Potential unification of recipe category & additional_categories

With the addition of additional_categories for recipe prototypes in 2.0.49, there are now two places for recipe categories to be defined.
This works well enough, since it didn't break any existing mods using the category field.
For 2.1, boskid has mentioned he will be removing all of the hybrid ...
by _CodeGreen
Thu Oct 16, 2025 6:48 pm
Forum: Implemented Suggestions
Topic: Give Combinators Higher Power Priority
Replies: 12
Views: 2720

Re: Give Combinators Higher Power Priority

I'm surprised this isn't a thing already to be honest
by _CodeGreen
Wed Oct 08, 2025 12:08 am
Forum: Modding discussion
Topic: [Research] Quick questions for modders (university seminar)
Replies: 6
Views: 1678

Re: [Research] Quick questions for modders (university seminar)

Hi, great topic for a seminar! I started writing this before anyone else responded and then went to eat dinner partway through, so I may be repeating a few things from others.

- Most unexpected/surprising mod you’ve seen (or made) and why it stood out.
It's hard to pick a single mod out of the ...
by _CodeGreen
Thu Oct 02, 2025 4:28 am
Forum: Off topic
Topic: Unofficial Factorio Server Claiming to be Wube and Not Actually Wube
Replies: 18
Views: 5905

Re: Unofficial Factorio Server Claiming to be Wube and Not Actually Wube

Hi, one of the (unofficial) Factorio Discord server moderators here.
I only feel the need to chime in because anyone who reads this thread will only ever see one side of the story otherwise, which I don't feel is fair.
This will be my only message in this thread, I do not wish to continue this ...
by _CodeGreen
Mon Sep 29, 2025 5:04 pm
Forum: Releases
Topic: Version 2.0.69
Replies: 19
Views: 19700

Re: Version 2.0.69

Nice
by _CodeGreen
Thu Sep 04, 2025 10:36 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.66] Crash building sprite atlas with invalid filename for tile-effect effect texture
Replies: 1
Views: 2617

[Genhis][2.0.66] Crash building sprite atlas with invalid filename for tile-effect effect texture

minimal reproduction, stick this somewhere in the prototype stage:

Code: Select all

data.raw["tile-effect"]["water"].water.textures[1].filename = "shibboleet"
by _CodeGreen
Thu Sep 04, 2025 7:11 pm
Forum: Implemented mod requests
Topic: LuaPlayer::swap_players
Replies: 5
Views: 1155

LuaPlayer::swap_players

May end up doing this myself, but figured I'd put it here in case someone else does it before I do.
Currently the only way to do this is with the console command /swap-players which calls Player::swap_players, but it would be neat if mods could do the same as well.
by _CodeGreen
Tue Aug 12, 2025 2:44 pm
Forum: Modding interface requests
Topic: Allow dependency on core
Replies: 5
Views: 1065

Re: Allow dependency on core

The request in this case is to pretend core has a version number for the purposes of the dependency, that way mods could use the dependency system as it is now to control the allowed engine version, instead of needing a new info.json field along the lines of factorio_version, or changing factorio ...
by _CodeGreen
Tue Aug 12, 2025 1:37 pm
Forum: Modding interface requests
Topic: Allow dependency on core
Replies: 5
Views: 1065

Allow dependency on core

There have been a few times where I want to depend on a specific Factorio version, whether it's because of an API method that was added or changed, a new prototype type was made, or any other thing that would make backwards compatibility broken.
There have also been a few times where I've made a mod ...
by _CodeGreen
Thu Jul 17, 2025 1:29 am
Forum: Resolved Requests
Topic: [2.0.60] LuaItemPrototype::flags is optional
Replies: 1
Views: 563

[2.0.60] LuaItemPrototype::flags is optional

Title says it all pretty much. The field says the dictionary is always present, and it is in fact not always present, specifically when the item prototype has no flags.
Thank you!

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