Any downside to just setting it (read: hardcoding) to the game's version that it is launched with instead of from an info.json?
Search found 246 matches
- Tue Aug 12, 2025 2:26 pm
- Forum: Modding interface requests
- Topic: Allow dependency on core
- Replies: 5
- Views: 142
Re: Allow dependency on core
- Tue Aug 12, 2025 1:41 pm
- Forum: Modding interface requests
- Topic: Allow dependency on core
- Replies: 5
- Views: 142
Re: Allow dependency on core
I support this, as just discussed on discord (https://discord.com/channels/139677590393716737/306402592265732098/1404818240785350676) i have ran into it too a few times, ofc it is indeed highly unlikely someone does (manage to) disable base but it'd be nice to mark a mod to need a certain version of ...
- Sat Aug 09, 2025 8:00 pm
- Forum: Assigned
- Topic: [Lou][2.0.63] tile_buildability_rules behaving differently than expected
- Replies: 2
- Views: 281
Re: [2.0.63] tile_buildability_rules behaving differently than expected
im not quite sure sure how that is relevant to this bug.
the problem is that the optional required tiles default to collisionmask::none, which when the tile buildability rules check it always returns false.
instead it should default to colliding with every layer or just skip the check entirely ...
the problem is that the optional required tiles default to collisionmask::none, which when the tile buildability rules check it always returns false.
instead it should default to colliding with every layer or just skip the check entirely ...
- Wed Aug 06, 2025 4:46 pm
- Forum: Assigned
- Topic: [Lou][2.0.63] tile_buildability_rules behaving differently than expected
- Replies: 2
- Views: 281
[Lou][2.0.63] tile_buildability_rules behaving differently than expected
local prototype = data.raw["assembling-machine"]["assembling-machine-1"]
prototype.tile_buildability_rules = prototype.tile_buildability_rules or {}
table.insert(prototype.tile_buildability_rules, {
area = prototype.collision_box,
colliding_tiles = {layers = {lava_tile = true}},
})
expected ...
- Wed Aug 06, 2025 11:31 am
- Forum: Not a bug
- Topic: [2.0.63] .set_filter() inconsistency between loaders and inserters
- Replies: 1
- Views: 123
[2.0.63] .set_filter() inconsistency between loaders and inserters
When you set a filter on inserters it does **not** enable the "use filters" checkbox, if you set it on loaders it does enable it.
- new world
- /editor
- place hidden loader
- place an inserter
- run `/c game.player.selected.set_filter(1, {name = "wood"})` on both
- notice the inserter still has ...
- new world
- /editor
- place hidden loader
- place an inserter
- run `/c game.player.selected.set_filter(1, {name = "wood"})` on both
- notice the inserter still has ...
- Wed Aug 06, 2025 8:52 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.62] Space locations have no tooltip debug info
- Replies: 2
- Views: 245
Re: [2.0.62] Space locations have no tooltip debug info
aside from the name, what other debug values would you expect to show up for them? like what would make sense?
- Fri Aug 01, 2025 1:42 pm
- Forum: Won't fix.
- Topic: [0.18.24] Every individual layer within an icon casts a shadow
- Replies: 6
- Views: 1875
Re: [0.18.24] Every individual layer within an icon casts a shadow
does look like there is _some_ support internally, items that render as part of blueprint (book) icons get a pass on being shadowed, as well as draw_as_light on the picture variations but that last one is pretty useless since it stops the sprite itself from rendering, and draw_as_glow still has the ...
- Thu Jul 31, 2025 3:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.61] --dump-icon-sprites shifts everything southeast by one pixel
- Replies: 1
- Views: 663
[2.0.61] --dump-icon-sprites shifts everything southeast by one pixel
steps to reproduce:
- run factorio with said commandline option
- head into script-output and navigate to an icon that touches all the sides, like the deconstruction planner
- notice there is a 1px margin at the left and top, and the bottom and right have 1px cut off, the output is still 64x64, it ...
- run factorio with said commandline option
- head into script-output and navigate to an icon that touches all the sides, like the deconstruction planner
- notice there is a 1px margin at the left and top, and the bottom and right have 1px cut off, the output is still 64x64, it ...
- Thu Jul 31, 2025 1:23 pm
- Forum: Won't fix.
- Topic: [0.18.24] Every individual layer within an icon casts a shadow
- Replies: 6
- Views: 1875
Re: [0.18.24] Every individual layer within an icon casts a shadow
Just ran into this 5 years down the line, i must say that it is rather annoying that you cannot opt-out specific items to do the shadow yourself or any other way to bypass it other than generating the layered sprites yourself outside of the game, each layer casting a shadow is rather problematic.
- Thu Jul 31, 2025 7:58 am
- Forum: Assigned
- Topic: [GFX] [2.0.61] 4 alert icons use black instead of a dark grey
- Replies: 0
- Views: 166
[GFX] [2.0.61] 4 alert icons use black instead of a dark grey
Originally reported by _CodeGreen on discord back in september, looks like its still the case and still only limited to those four:
- Wed Jul 30, 2025 6:38 pm
- Forum: Implemented mod requests
- Topic: LuaEntity function to query CURRENT pumping speed (for pumps and offshore pumps)
- Replies: 3
- Views: 491
Re: LuaEntity function to query CURRENT pumping speed (for pumps and offshore pumps)
This got added in 2.0.61: https://lua-api.factorio.com/latest/cla ... _last_tick
(the value shown in the sidebar is pumped_last_tick times 60, so despite what the naming might suggest its the value you are after)
(the value shown in the sidebar is pumped_last_tick times 60, so despite what the naming might suggest its the value you are after)
- Mon Jul 28, 2025 9:11 am
- Forum: Resolved Requests
- Topic: LuaSurface::create_entity control_behavior support for combinators
- Replies: 1
- Views: 110
LuaSurface::create_entity control_behavior support for combinators
Creating a combinator with control_behavior parameter present seems to apply it but it is not mentioned in the "Other attributes may be specified depending on the type of entity:" section.
- Fri Jul 25, 2025 8:03 pm
- Forum: Modding interface requests
- Topic: Beacon interface / Beacons without inventory
- Replies: 4
- Views: 229
Re: Beacon interface / Beacons without inventory
Surface effects are basically unusable for the reasons we'd need a beacon interface, it affecting every entity on a surface that has opted in to it is way too broad and is a nightmare for anything aiming for cross-mod compatibility, currently its at most a gimic to give everything some speed or base ...
- Fri Jul 25, 2025 1:05 pm
- Forum: Ideas and Suggestions
- Topic: Allow fast transferring out of automatic trains that are not in a station
- Replies: 0
- Views: 105
Allow fast transferring out of automatic trains that are not in a station
When trains are in automatic mode you cannot control+click items out of them, this would be useful when clearing clogged stations due to oversending by just being able to take it out of the train without having to open the gui, strangely you can control+click insert items into them already, but it ...
- Fri Jul 25, 2025 11:04 am
- Forum: Modding interface requests
- Topic: Beacon interface / Beacons without inventory
- Replies: 4
- Views: 229
Re: Beacon interface / Beacons without inventory
Yes this would be very nice, i needed something like this for several of my mods so i ended up writing https://mods.factorio.com/mod/beacon-interface, but a beacon interface prototype would be preferable.
- Fri Jul 25, 2025 10:54 am
- Forum: Modding interface requests
- Topic: LuaFluidBox::get_fluid_segment_extents() -> BoundingBox
- Replies: 1
- Views: 150
LuaFluidBox::get_fluid_segment_extents() -> BoundingBox
A way to get the fluid extends bounding box without having to figure out all the members of a fluid network and making a box that fits them all would be rather nice.
- Thu Jul 24, 2025 8:58 pm
- Forum: Modding interface requests
- Topic: LuaFluidBox::get_fluid_segment_fluidboxes() -> array[LuaFluidBox]
- Replies: 0
- Views: 134
LuaFluidBox::get_fluid_segment_fluidboxes() -> array[LuaFluidBox]
A way to get all the fluidboxes that make up a segment.
Looks like its already somewhat accessible in the code since they get iterated for like the count function, it just seems non-deterministic so it would just need a sort before it gets returned i suppose.
Looks like its already somewhat accessible in the code since they get iterated for like the count function, it just seems non-deterministic so it would just need a sort before it gets returned i suppose.
- Thu Jul 24, 2025 10:45 am
- Forum: Ideas and Suggestions
- Topic: Change color of lamp back to pure white
- Replies: 20
- Views: 1798
Re: Change color of lamp back to pure white
Since i got pinged here i'll give my two cents: when i place lamps i want to light up an area, the yellow tint just feels less bright, and with how long we had white lamps it just feels weird to go with this new color just because it got fixes after god knows how many years, since i always play ...
- Mon Jul 21, 2025 12:26 pm
- Forum: Bug Reports
- Topic: [2.0.60] selector combinator output red wire shadow wrong when facing east
- Replies: 2
- Views: 251
Re: [2.0.60] selector combinator output red wire shadow wrong when facing east
Guess the red in & outputs just had it reversed then: 128890
- Wed Jul 09, 2025 7:12 pm
- Forum: Ideas and Suggestions
- Topic: allow pipette in editor mode's entity tab
- Replies: 3
- Views: 239
Re: allow pipette in editor mode's entity tab
i meant the tab on the bottom left, the scroll pane where all the entities are, those do not seem to be pipettable.