Search found 107 matches
- 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 ...
- 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)- 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
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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
- 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".
- 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 ...
- 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
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.
- 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 ...
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 ...
- 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
- 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 ...
- 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 ...
- 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 ...
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 ...
- Mon Sep 29, 2025 5:04 pm
- Forum: Releases
- Topic: Version 2.0.69
- Replies: 19
- Views: 19700
Re: Version 2.0.69
Nice
- 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"- 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.
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.
- 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 ...
- 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 ...
There have also been a few times where I've made a mod ...
- 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!
Thank you!