If you look at the "used in" of the CircuitConnectorDefinition , you see a long list of individual entities implementing the ability to connect a circuit to it.
My hope is to promote that to some baser entity type (probably EntityWithOwner ) so you can make just about any entity connectable to ...
Search found 139 matches
- Sun Oct 12, 2025 4:49 am
- Forum: Won't implement
- Topic: Promote Circuit Connections to Base Entity Type
- Replies: 2
- Views: 73
- Sun Oct 12, 2025 4:19 am
- Forum: Modding interface requests
- Topic: LuaEntity::inserters (or some such to get all inserters and/or loaders targeting this entity)
- Replies: 5
- Views: 111
Re: LuaEntity::inserters (or some such to get all inserters and/or loaders targeting this entity)
Considering my understanding is that an entity "wakes up" the inserters around it, I would assume this information is already available in some form.
Don't know how convertible to an api field that is though
Don't know how convertible to an api field that is though
- Sat Oct 11, 2025 11:53 pm
- Forum: Bug Reports
- Topic: [2.0.69][Modding] SimulationDefinition::game_view_settings seemingly does nothing
- Replies: 2
- Views: 228
Re: [2.0.69][Modding] SimulationDefinition::game_view_settings seemingly does nothing
Maybe this should be moved to documentation improvements then?Rseding91 wrote: Sat Oct 04, 2025 8:00 pm it looks like currently game view settings only apply if you create a test player through https://lua-api.factorio.com/latest/cla ... est_player
- Sat Sep 27, 2025 4:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.68] LuaRendering::draw_text shows up in fog of war with rich text
- Replies: 1
- Views: 853
[Genhis][2.0.68] LuaRendering::draw_text shows up in fog of war with rich text
I've gotten a bug report about my mod Biter Memoirs about our LuaRenderObjects showing up in fog of war. With a bit of investigating, I've found it's specifically the use_rich_text option that causes this.
Take this snippet of code, and then hover over an entity near the left edge of fog of war
You ...
Take this snippet of code, and then hover over an entity near the left edge of fog of war
You ...
- Fri Sep 26, 2025 12:21 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.68] CustomTooltipField doesn't show up on Recipes
- Replies: 1
- Views: 780
[2.0.68] CustomTooltipField doesn't show up on Recipes
As the title states, we cannot do custom tooltips on recipes when we can still do localized descriptions (the old method of custom tooltips)
Since it's on the Prototype I would've expected it to work on at least the major four (Items, Entities, Recipes, and Technologies).
I can concede it maybe not ...
Since it's on the Prototype I would've expected it to work on at least the major four (Items, Entities, Recipes, and Technologies).
I can concede it maybe not ...
- Thu Sep 18, 2025 9:32 pm
- Forum: Resolved Requests
- Topic: LuaEntity::mirroring specifics
- Replies: 1
- Views: 387
LuaEntity::mirroring specifics
Boskid recently gave pretty good detail about what exactly it means for an entity to be mirrored
I believe it should make it into the documentation
when i was un-messing the entity flipping logic and mirroring logic (and there as a lot of stuff to un-mess), i came up with following rule that ...
I believe it should make it into the documentation
when i was un-messing the entity flipping logic and mirroring logic (and there as a lot of stuff to un-mess), i came up with following rule that ...
- Thu Sep 18, 2025 9:26 pm
- Forum: Resolved Requests
- Topic: LuaEntity::orientation doesn't mention turrets
- Replies: 2
- Views: 320
Re: LuaEntity::orientation doesn't mention turrets
Oh... I didn't even notice the latest post was recent :P
- Thu Sep 18, 2025 6:06 pm
- Forum: Resolved Requests
- Topic: LuaEntity::orientation doesn't mention turrets
- Replies: 2
- Views: 320
LuaEntity::orientation doesn't mention turrets
I noticed the fact that relative_turret_orientation seems to leave out regular turrets, and then someone shared https://forums.factorio.com/34552 with me
I would assume this is still valid, and if so it should get documented.
Either orientation should expand upon what "smooth orientation" means ...
I would assume this is still valid, and if so it should get documented.
Either orientation should expand upon what "smooth orientation" means ...
- Mon Sep 08, 2025 6:54 pm
- Forum: Implemented mod requests
- Topic: Improve data:extend's error message (or support the common misuse)
- Replies: 3
- Views: 220
Improve data:extend's error message (or support the common misuse)
A number of times people will see "invalid prototype array" and misinterpret that.
Or even just miss those words entirely because of the big block of text that is the serpent.block of what was given
What I want is to reword it into "invalid array of prototypes" to be a little more clear in what it ...
Or even just miss those words entirely because of the big block of text that is the serpent.block of what was given
What I want is to reword it into "invalid array of prototypes" to be a little more clear in what it ...
- Fri Aug 29, 2025 5:07 pm
- Forum: Documentation Improvement Requests
- Topic: Mention that script.raise_event raises it instantly
- Replies: 2
- Views: 744
- Fri Aug 29, 2025 5:05 pm
- Forum: Documentation Improvement Requests
- Topic: LuaBootstrap::raise_event doesn't mention CustomEvent
- Replies: 0
- Views: 352
LuaBootstrap::raise_event doesn't mention CustomEvent
It says "only events generated with LuaBootstrap::generate_event_name and the following can be raised:" and then lists all the 'actual' events that can be raised
This could mislead people to think they have to use generate_event_name despite a prototype having been made for the express purpose of ...
This could mislead people to think they have to use generate_event_name despite a prototype having been made for the express purpose of ...
- Mon Aug 18, 2025 9:24 pm
- Forum: Not a bug
- Topic: [2.0.64] Ghost fast replacing will directly replace entities
- Replies: 6
- Views: 576
Re: [2.0.64] Ghost fast replacing will directly replace entities
Then... What am I doing wrong..? It's returning false
(though maybe this kinda conversation should move to the discord which can move faster)
Edit: Wait, I'm sure it's related to prototype stuff and `next_upgrade`..?
Edit 2: Or maybe it's the fact that I'm trying to go from ghost assembler to ghost ...
(though maybe this kinda conversation should move to the discord which can move faster)
Edit: Wait, I'm sure it's related to prototype stuff and `next_upgrade`..?
Edit 2: Or maybe it's the fact that I'm trying to go from ghost assembler to ghost ...
- Mon Aug 18, 2025 9:17 pm
- Forum: Not a bug
- Topic: [2.0.64] Ghost fast replacing will directly replace entities
- Replies: 6
- Views: 576
Re: [2.0.64] Ghost fast replacing will directly replace entities
Oh wait nvm... `order_upgrade` doesn't work on ghosts
I just got my wires crossed while testing and forgot which entity I was fast-replacing and which one I had the event upgrade the ghost to
I just got my wires crossed while testing and forgot which entity I was fast-replacing and which one I had the event upgrade the ghost to
- Mon Aug 18, 2025 9:05 pm
- Forum: Not a bug
- Topic: [2.0.64] Ghost fast replacing will directly replace entities
- Replies: 6
- Views: 576
Re: [2.0.64] Ghost fast replacing will directly replace entities
The crux of my problem was that I was fast-replacing a ghost and it was affecting the real entity.
I was not aware of `order_upgrade` (though I should've expected it to exist), and some quick testing shows that it is in fact instant on ghosts.
With a bit of "if ghost then" logic, this should be ...
I was not aware of `order_upgrade` (though I should've expected it to exist), and some quick testing shows that it is in fact instant on ghosts.
With a bit of "if ghost then" logic, this should be ...
- Mon Aug 18, 2025 3:30 am
- Forum: Not a bug
- Topic: [2.0.64] Ghost fast replacing will directly replace entities
- Replies: 6
- Views: 576
[2.0.64] Ghost fast replacing will directly replace entities
Now, there's a pretty solid argument that this is an interface or feature request instead. I won't be upset if it just gets moved
If you hover over a chest, and run this command. The original chest will get destroyed (left on the ground).
/c
local entity = game.player.selected
entity.surface ...
If you hover over a chest, and run this command. The original chest will get destroyed (left on the ground).
/c
local entity = game.player.selected
entity.surface ...
- Tue Jul 29, 2025 5:11 pm
- Forum: Modding interface requests
- Topic: max_fluid_flow as a fluidbox prototype
- Replies: 8
- Views: 1024
Re: max_fluid_flow as a fluidbox prototype
Ditto, having it work like a minimum of network limit would be nice.
Would mean there will be a need to police the inputs if you want a full network limit, but that's on the mod creator
Would mean there will be a need to police the inputs if you want a full network limit, but that's on the mod creator
- Tue Jul 15, 2025 6:21 pm
- Forum: Mod portal Discussion
- Topic: Give any mod that depends on space-age the space age category
- Replies: 4
- Views: 854
Re: Give any mod that depends on space-age the space age category
Tl;dr it's more work on the backend, especially navigating the full dependency tree, but hopefully they can add it eventually.
I don't think it would need to navigate the full dependency tree, just slap the label whenever a mod is uploaded that adds a dependency with the label or enables a flag ...
- Tue Jul 15, 2025 2:39 pm
- Forum: Mod portal Discussion
- Topic: Give any mod that depends on space-age the space age category
- Replies: 4
- Views: 854
Re: Give any mod that depends on space-age the space age category
+1 I was surprised to realize that hard dependencies didn't pass on the sticker
- Sun Jun 01, 2025 7:44 pm
- Forum: Implemented mod requests
- Topic: Option for LuaRendering to flash like alerts
- Replies: 4
- Views: 765
Option for LuaRendering to flash like alerts
I've had a couple instances of making a LuaRenderObject to specifically mimic a custom alert. Of course combined with adding the custom alert to every player on a force.
A single static sprite isn't the most obvious, nor does it really mimic alerts all that well. I'd like some way to tap into the ...
A single static sprite isn't the most obvious, nor does it really mimic alerts all that well. I'd like some way to tap into the ...
- Thu May 29, 2025 8:42 pm
- Forum: Resolved Requests
- Topic: Inconsistent use of "count" and "amount" in modding api
- Replies: 4
- Views: 956
Re: Inconsistent use of "count" and "amount" in modding api
Not always. Fluids are usually amount, but items are inconsistent. The most prominent example is that minable and placeable_by uses count, while recipe ingredients and products uses amount.
Hence "generally". I see that specific example more as fluid can take decimals and the Ingredient and ...