Search found 186 matches
- Thu May 14, 2026 2:16 pm
- Forum: Not a bug
- Topic: get_max_inventory_index on a transport belt returns 8 even though all eight inventories return nil
- Replies: 8
- Views: 453
Re: get_max_inventory_index on a transport belt returns 8 even though all eight inventories return nil
Items on transport belt are not organized into inventories, they are organized into transport lines, each containing item stacks. You can query amount of transport lines given transport belt connectable has through LuaEntity::get_max_transport_line_index() (this time there are no gaps and all ...
- Tue May 12, 2026 6:04 pm
- Forum: Modding discussion
- Topic: [2.0.76] LuaEntity.connected_rail_direction
- Replies: 1
- Views: 123
[2.0.76] LuaEntity.connected_rail_direction
I am trying to understand the function of LuaEntity#connected_rail_direction. I have these four train stops:
Screenshot 2026-05-12 at 11.00.52.png
All four report a connected_rail_direction of "0" (which is defines.rail_direction.back). Under which circumstances would a train stop report defines ...
Screenshot 2026-05-12 at 11.00.52.png
All four report a connected_rail_direction of "0" (which is defines.rail_direction.back). Under which circumstances would a train stop report defines ...
- Tue May 12, 2026 5:52 pm
- Forum: Modding help
- Topic: [2.0.76] LuaPrototypes#get_item_filtered documentation bug
- Replies: 2
- Views: 173
Re: [2.0.76] LuaPrototypes#get_item_filtered documentation bug
I think I get what you are saying. Basically, it should be
prototypes.get_item_filtered { { filter = 'type', type = 'fuel' }, } and not prototypes.get_item_filtered { { filter = 'fuel' }, }
That makes me curious why the second form worked at all.
prototypes.get_item_filtered { { filter = 'type', type = 'fuel' }, } and not prototypes.get_item_filtered { { filter = 'fuel' }, }
That makes me curious why the second form worked at all.
- Tue May 12, 2026 2:11 am
- Forum: Modding help
- Topic: [2.0.76] LuaPrototypes#get_item_filtered documentation bug
- Replies: 2
- Views: 173
[2.0.76] LuaPrototypes#get_item_filtered documentation bug
https://lua-api.factorio.com/latest/cla ... m_filtered states
However, within the debugger I get
because the correct field name is 'filter', not 'filters'
However, within the debugger I get
because the correct field name is 'filter', not 'filters'
- Tue May 12, 2026 1:05 am
- Forum: Modding interface requests
- Topic: [2.0.76] combinator_decription / player_description and undo/redo events
- Replies: 0
- Views: 83
[2.0.76] combinator_decription / player_description and undo/redo events
Hi,
I am trying to implement undo/redo for config changes for a custom mod based on a combinator. Currently, I am experimenting with serializing my custom configuration into a json string and store it in combinator_description/player_description. According to various posts here, there seems to be ...
I am trying to implement undo/redo for config changes for a custom mod based on a combinator. Currently, I am experimenting with serializing my custom configuration into a json string and store it in combinator_description/player_description. According to various posts here, there seems to be ...
- Fri May 08, 2026 12:35 am
- Forum: Modding discussion
- Topic: [2.0.76] calling get_filter() / get_or_create_control_behavior() on a ghost
- Replies: 2
- Views: 176
[2.0.76] calling get_filter() / get_or_create_control_behavior() on a ghost
I noticed that you can call e.g. LuaEntity.get+filter() or LuaEntity.get_or_create_control_behavior() on an entity ghost representing an inserter and it returns the information associated with it.
Is that intentional / officially supported or some undocumented behavior that might go away at any ...
Is that intentional / officially supported or some undocumented behavior that might go away at any ...
- Fri May 08, 2026 12:25 am
- Forum: Resolved Requests
- Topic: [2.0.76] Wrong constant value for SpoilPriority in undo/redo applied event
- Replies: 6
- Views: 315
Re: [2.0.76] Wrong constant value for SpoilPriority in undo/redo applied event
Thank you for fixing the docs. However, I have to admit that there are a lot of places that could have benefitted from consistency (this being one of those). I have a lot of these small translation tables (in this case 'xxx-yyy' to 'xxx_yyy') in my mods and that leads to code duplications and the ...
- Thu May 07, 2026 5:57 am
- Forum: Resolved Requests
- Topic: [2.0.76] Wrong constant value for SpoilPriority in undo/redo applied event
- Replies: 6
- Views: 315
Re: [2.0.76] Wrong constant value for SpoilPriority in undo/redo applied event
This is an issue with docs and as such i am moving this to Documentation improvement requests.
Specifically the SpoilPriority refers to a concept in lua where `_` is used, however spoil_priority for inserter inside of BlueprintEntity uses different format where `-` is expected.
Does that mean ...
- Thu May 07, 2026 1:44 am
- Forum: Fixed for 2.1
- Topic: [2.0.76] Loader GUI does not update blacklist/whitelist
- Replies: 1
- Views: 182
[2.0.76] Loader GUI does not update blacklist/whitelist
When opening the GUI for a loader (loader1x1 in my case) entity, the GUI shows the "Use Filters" checkbox and "Whitelist / Blacklist" switch at the bottom.
When changing the settings for the entity while the GUI is open by doing entity.loader_filter_mode = 'blacklist' or entity.loader_filter_mode ...
When changing the settings for the entity while the GUI is open by doing entity.loader_filter_mode = 'blacklist' or entity.loader_filter_mode ...
- Wed May 06, 2026 11:32 pm
- Forum: Resolved Requests
- Topic: [2.0.76] Wrong constant value for SpoilPriority in undo/redo applied event
- Replies: 6
- Views: 315
[2.0.76] Wrong constant value for SpoilPriority in undo/redo applied event
I received an on_undo_applied event with a single UndoRedo action, a "copy-entity-settings'. This is supposed to contain a BlueprintEntity which in turn contains a SpoilPriority value in spoil_priority. This is supposed to have 'none', 'fresh_first' or 'spoiled_first''.
However, I received 'spoiled ...
However, I received 'spoiled ...
- Wed May 06, 2026 4:41 am
- Forum: Modding help
- Topic: Fast hash in lua
- Replies: 6
- Views: 388
Re: Fast hash in lua
If you need to move data between prototype and runtime stage, consider using ModData (https://lua-api.factorio.com/latest/prototypes/ModData.html). If you are just managing data during the prototype stage, the performance does not really matter, concatenating with e.g. ':' or '|' and leaving the ...
- Wed May 06, 2026 4:36 am
- Forum: Modding help
- Topic: [2.0.76] calling create_entity with fast_replace = true
- Replies: 1
- Views: 123
Re: [2.0.76] calling create_entity with fast_replace = true
After a bit more experimentation, it seems that the Blueprint Sandboxes mod is doing upgrades wrong. When calling entity.apply_upgrade() instead of create_entity with fast_replace, the engine sends out all events correctly (script_raised_destroy, then script_raised_built).
- Wed May 06, 2026 4:12 am
- Forum: Modding help
- Topic: [2.0.76] calling create_entity with fast_replace = true
- Replies: 1
- Views: 123
[2.0.76] calling create_entity with fast_replace = true
I have a mod (https://mods.factorio.com/mod/miniloader-redux) where each entity relies on creation/deletion events to maintain internal state. This works fine in the regular game.
I register on_built_entity, on_robot_built_entity, on_space_platform_built_entity, script_raised_built, script_raised ...
I register on_built_entity, on_robot_built_entity, on_space_platform_built_entity, script_raised_built, script_raised ...
- Tue May 05, 2026 5:22 pm
- Forum: Modding help
- Topic: Fast hash in lua
- Replies: 6
- Views: 388
Re: Fast hash in lua
What are you trying to hash? With entity unit numbers being unique and tables taking string keys, I rarely found a reason to hash anything. Curious what you are trying to do.
- Mon Apr 20, 2026 2:25 am
- Forum: Not a bug
- Topic: [2.0.76] Power switch GUI is not like all the other GUIs
- Replies: 2
- Views: 318
Re: [2.0.76] Power switch GUI is not like all the other GUIs
Thanks for the report however that is fully intended. They along with electric poles have no distance limit on them since version 0.16 released in 2017.
Hm,
I half-expected something like this. Lamps do have a distance limit. Power-switches sit at a weird intersection; they are only useful for ...
- Mon Apr 20, 2026 1:39 am
- Forum: Not a bug
- Topic: [2.0.76] Power switch GUI is not like all the other GUIs
- Replies: 2
- Views: 318
[2.0.76] Power switch GUI is not like all the other GUIs
Most (All?) GUIs have a maximum limit from which a player can open their GUI. The outline turns red if the GUI can not be opened:
Screenshot 2026-04-19 at 18.37.24.png
Screenshot 2026-04-19 at 18.37.32.png
Except the power switch. I tried zooming out on a big screen and even at max zoom, I can ...
Screenshot 2026-04-19 at 18.37.24.png
Screenshot 2026-04-19 at 18.37.32.png
Except the power switch. I tried zooming out on a big screen and even at max zoom, I can ...
- Sat Mar 28, 2026 8:24 pm
- Forum: Logistic Train Network
- Topic: ‘No train found in depot’ but train is clearly there?
- Replies: 2
- Views: 427
Re: ‘No train found in depot’ but train is clearly there?
Do you have a save? I can take a look but I would need a save to look at.
- Sat Mar 21, 2026 12:49 am
- Forum: Development tools
- Topic: [Tool] FactorioModTranslator: Localize any mod into your language
- Replies: 1
- Views: 831
Re: [Tool] FactorioModTranslator: Localize any mod into your language
Sure, but windows only and seems mostly vibe-coded with antigravity.
Get a platform independent version?
Get a platform independent version?
- Thu Mar 19, 2026 10:32 pm
- Forum: Not a bug
- Topic: [2.0.76] ElectricEnergyInterface entity status is always ok
- Replies: 5
- Views: 670
Re: [2.0.76] ElectricEnergyInterface entity status is always ok
Agreed. However, for a custom status (e.g. low power/no power), I would need to know that this condition exists right now and there is not a good way to find out.Osmo wrote: Thu Mar 19, 2026 9:10 pm You can also assign a custom status to the entity, when it is selected/opened by a player
- Thu Mar 19, 2026 10:31 pm
- Forum: Not a bug
- Topic: [2.0.76] ElectricEnergyInterface entity status is always ok
- Replies: 5
- Views: 670
Re: [2.0.76] ElectricEnergyInterface entity status is always ok
Thanks for the explanation.