Not sure if it's a bug, or I'm misusing API/base game assets, but here we go
What did you do?
Start the freeplay with default settings, no mods/space age dlc
Skip the cutscene
Run the command (twice to suppress achievements disable warning): /c
local frame = game.player.gui.screen.add{ type ...
Search found 5 matches
- Thu Feb 26, 2026 12:57 am
- Forum: Not a bug
- Topic: [2.0.73] LuaGuiElement "scroll-pane" with style "deep_scroll_pane" incorrectly renders scrollbar
- Replies: 1
- Views: 76
- Thu Jan 15, 2026 5:04 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] LuaSurface::clone_area skips some trees on ore during cloning
- Replies: 1
- Views: 668
[2.0.72] LuaSurface::clone_area skips some trees on ore during cloning
What did you do?
Run Factorio 2.0.72, base game without mods and without Space age DLC
Single Player > New Game > Freeplay
Set seed to 4288898516 (any seed will work, but you need to find an ore patch with fair amount of trees over it)
Start the game with default settings
Skip the cutscene ...
Run Factorio 2.0.72, base game without mods and without Space age DLC
Single Player > New Game > Freeplay
Set seed to 4288898516 (any seed will work, but you need to find an ore patch with fair amount of trees over it)
Start the game with default settings
Skip the cutscene ...
- Tue Feb 11, 2025 9:06 pm
- Forum: Duplicates
- Topic: [2.0.34] Non-deterministic chunk population with trees over ores during map generation
- Replies: 2
- Views: 753
[2.0.34] Non-deterministic chunk population with trees over ores during map generation
What did you do?
Run Factorio 2.0.34, base game without mods and without Space age DLC
Single Player > New Game > Freeplay
Set seed to 2953497924 (any seed will work, but you need to find an ore patch with trees over it outside pre-generated area and teleport to it instead)
Start the game ...
Run Factorio 2.0.34, base game without mods and without Space age DLC
Single Player > New Game > Freeplay
Set seed to 2953497924 (any seed will work, but you need to find an ore patch with trees over it outside pre-generated area and teleport to it instead)
Start the game ...
- Thu Dec 19, 2024 4:02 pm
- Forum: Modding help
- Topic: How to access inventory of a disconnected/editor player?
- Replies: 3
- Views: 1262
Re: How to access inventory of a disconnected/editor player?
Well, that's just disappointing.Pi-C wrote: Thu Dec 19, 2024 8:28 am I'd say you can't, you have to work around it. The events on_pre_player_left_game/on_player_joined_game and on_pre_player_toggled_map_editor are your friends β¦
Thanks for the clever workaround, might try to apply it
- Thu Dec 19, 2024 7:05 am
- Forum: Modding help
- Topic: How to access inventory of a disconnected/editor player?
- Replies: 3
- Views: 1262
How to access inventory of a disconnected/editor player?
Currently the way to access inventory of a connected player is (ignoring nil checks):
-- we access inventory on the character, not the player since player has no inventory while being in remote view
if player.character then
-- player is alive
local inventory = player.character.get_main_inventory ...
-- we access inventory on the character, not the player since player has no inventory while being in remote view
if player.character then
-- player is alive
local inventory = player.character.get_main_inventory ...