I apologize in advance, but this would be a great usecase for triggering events by clicking on [shortcut=...] links in chat/factoriopedia while not cluttering the shortcut bar:
07-24-2026, 21-55-09.png
What did you do
- Create a shortcut with hidden = true
data:extend{ {
type = "shortcut ...
Search found 19 matches
- Fri Jul 24, 2026 8:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.12] Crash when clicking on linked shortcut that is hidden
- Replies: 1
- Views: 391
- Mon Jul 20, 2026 3:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.11] Fully overlapping tile_buildability_rules are discarded
- Replies: 3
- Views: 665
Re: [2.1.11] Fully overlapping tile_buildability_rules are discarded
Sure, here is a very simple mod that explains the behaviour:
The point is that the second rule is meant to prevent the building from being placed on land, but AM3 can still be placed on land:
-- data.lua
local am2 = data.raw["assembling-machine"]["assembling-machine-2"]
local am3 = data.raw ...
The point is that the second rule is meant to prevent the building from being placed on land, but AM3 can still be placed on land:
-- data.lua
local am2 = data.raw["assembling-machine"]["assembling-machine-2"]
local am3 = data.raw ...
- Mon Jul 20, 2026 3:21 am
- Forum: Resolved Problems and Bugs
- Topic: [2.1.11] Fully overlapping tile_buildability_rules are discarded
- Replies: 3
- Views: 665
[2.1.11] Fully overlapping tile_buildability_rules are discarded
Scenario: Two mods add a tile_buildability rule. One for whitelisting and one for blacklisting. (In this specific case, Maraxsis and Rabbasca).
Observed behaviour:
If all tiles of the two rules overlap, the second rule is discarded.
Consider these two buildings:
07-20-2026, 04-56-54.png
07-20 ...
Observed behaviour:
If all tiles of the two rules overlap, the second rule is discarded.
Consider these two buildings:
07-20-2026, 04-56-54.png
07-20 ...
- Sun Jul 19, 2026 3:53 pm
- Forum: Modding interface requests
- Topic: [2.1] insert_plan jank with rocket silo inventory
- Replies: 0
- Views: 174
[2.1] insert_plan jank with rocket silo inventory
Rocket silo inventory size now scales dynamically with contents, so I believe for the first time the contents of an insert_plan for an item-request-proxy can point at non-existant indices. You can have a rocket silo look like this:
Screenshot from 2026-07-19 17-37-00.png
and bots will happily fill ...
Screenshot from 2026-07-19 17-37-00.png
and bots will happily fill ...
- Fri Jul 17, 2026 12:58 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.1.11] Crash on changing recipe with pending bot orders
- Replies: 1
- Views: 407
[Rseding91] [2.1.11] Crash on changing recipe with pending bot orders
What did you do?
delivered items to an assembler via construction bots, then changed my mind and placed removal orders, then changed recipe.
Screenshot from 2026-07-17 02-35-11.png
Screenshot from 2026-07-17 02-35-27.png
What happened?
Game crashed. stack trace below, full log attached ...
delivered items to an assembler via construction bots, then changed my mind and placed removal orders, then changed recipe.
Screenshot from 2026-07-17 02-35-11.png
Screenshot from 2026-07-17 02-35-27.png
What happened?
Game crashed. stack trace below, full log attached ...
- Thu Jul 02, 2026 8:04 am
- Forum: Resolved Problems and Bugs
- Topic: [2.1.9] Crash calling transfer_from_stack on item-on-ground
- Replies: 1
- Views: 346
[2.1.9] Crash calling transfer_from_stack on item-on-ground
Create a mod that adds the following command and execute it twice:
commands.add_command("test_game_crash", nil, function(command)
-- NOTE: Does not crash and removes the item-on-ground if transfer_from_stack is called immediately after entity creation
local buggy = game.surfaces["nauvis"].find ...
commands.add_command("test_game_crash", nil, function(command)
-- NOTE: Does not crash and removes the item-on-ground if transfer_from_stack is called immediately after entity creation
local buggy = game.surfaces["nauvis"].find ...
- Sat Jun 27, 2026 4:38 am
- Forum: Modding interface requests
- Topic: recommended and load order independent (+~) dependencies
- Replies: 4
- Views: 442
recommended and load order independent (+~) dependencies
Since we now have recommended dependencies it would be great if there is a way to have an option to make them load order independent. Right now those are exclusive options.
Given mod a and an optional addon a++ , it would be great if a could recommend a++ , but since a++ is an extension, it wants to ...
Given mod a and an optional addon a++ , it would be great if a could recommend a++ , but since a++ is an extension, it wants to ...
- Wed Jun 24, 2026 12:28 am
- Forum: Already exists
- Topic: [2.1.7] More ways to unlock things in factoriopedia
- Replies: 3
- Views: 414
[2.1.7] More ways to unlock things in factoriopedia
After looking at this for a few hours the only ways I found to unlock something as "researched" in factoriopedia are:
- for items and recipes: recipe is unlocked from start or via technology
- for entities/tiles/etc.: they are mentioned in a planet's autoplace list and the planet is unlocked
For ...
- for items and recipes: recipe is unlocked from start or via technology
- for entities/tiles/etc.: they are mentioned in a planet's autoplace list and the planet is unlocked
For ...
- Sat May 30, 2026 2:52 pm
- Forum: Minor issues
- Topic: [2.0.76] Electric resistance causes capture bot rocket spam
- Replies: 3
- Views: 576
Re: [2.0.76] Electric resistance causes capture bot rocket spam
I see, thanks for the explanation. A flat decrease of 900000-something should work for my case then. Not sure if this is documented anywhere, might be helpful.
- Sat May 30, 2026 1:46 pm
- Forum: Minor issues
- Topic: [2.0.76] Electric resistance causes capture bot rocket spam
- Replies: 3
- Views: 576
[2.0.76] Electric resistance causes capture bot rocket spam
1. What did you do?
- Give a capturable unit-spawner 100% electrical resistance
i.e.
local bugspawner = data.raw["unit-spawner"]["biter-spawner"]
bugspawner.resistances = { { type = "electric", percent = 100 } }
2. What happened?
- turrets shooting capture bots at the spawner will now ...
- Give a capturable unit-spawner 100% electrical resistance
i.e.
local bugspawner = data.raw["unit-spawner"]["biter-spawner"]
bugspawner.resistances = { { type = "electric", percent = 100 } }
2. What happened?
- turrets shooting capture bots at the spawner will now ...
- Mon Feb 09, 2026 12:19 am
- Forum: Won't fix.
- Topic: [2.0.73] Bots placing upgrades ignore tile_buildability_rules
- Replies: 5
- Views: 1597
Re: [2.0.73] Bots placing upgrades can ignore entity collision settings.
Bots cannot upgrade entities with different collision boxes, if you found a way for them to do that provide exact steps please, see https://forums.factorio.com/3638.
Updated my post.
The issue is not different collision boxes, but different collision masks tile_buildability_rules. i.e. like ...
- Sun Feb 08, 2026 4:52 pm
- Forum: Won't fix.
- Topic: [2.0.73] Bots placing upgrades ignore tile_buildability_rules
- Replies: 5
- Views: 1597
[2.0.73] Bots placing upgrades ignore tile_buildability_rules
Same issue as https://forums.factorio.com/viewtopic.php?p=439933
It looks like the fix back then was just to disallow these upgrades in the planner, not actually preventing the bots to build the upgrade.
Selecting upgrades with different collision requirements is currently possible, so this might ...
It looks like the fix back then was just to disallow these upgrades in the planner, not actually preventing the bots to build the upgrade.
Selecting upgrades with different collision requirements is currently possible, so this might ...
- Sun Nov 30, 2025 9:42 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] production_health_effect values are affected by physical resistance
- Replies: 1
- Views: 699
[2.0.72] production_health_effect values are affected by physical resistance
Sorry for the short format, but this one seems pretty straightforward.
Seems to be either an oversight or intended but undocumented (and at least to me, very unexpected).
Happy to provide more data if this turns out more complicated.
Setup:
- Entity (type furnace in my case) with production_health ...
Seems to be either an oversight or intended but undocumented (and at least to me, very unexpected).
Happy to provide more data if this turns out more complicated.
Setup:
- Entity (type furnace in my case) with production_health ...
- Tue Nov 25, 2025 3:52 am
- Forum: Implemented mod requests
- Topic: Quality support for radius_visualisation_specification
- Replies: 10
- Views: 2891
- Tue Nov 25, 2025 12:00 am
- Forum: Modding interface requests
- Topic: Add enable_logistic_control_behavior to furnaces
- Replies: 0
- Views: 353
Add enable_logistic_control_behavior to furnaces
assembling-machine has property enable_logistic_control_behavior, which would be great if furnaces could have that, too.
My use case is a furnace that constantly needs to lose health, which can currently be stopped by connecting it to the logistics network with a false condition. As doing this ...
My use case is a furnace that constantly needs to lose health, which can currently be stopped by connecting it to the logistics network with a false condition. As doing this ...
- Fri Nov 21, 2025 11:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.28] Mixed fuel ends up in trash slots
- Replies: 12
- Views: 6408
Re: [Rseding91] [2.0.28] Mixed fuel ends up in trash slots
That case is unfortunately working as intended. If it didn’t work that way, changing recipes on assembling machines would cause inserters to deadlock if they were mid swing when it changed.
If you’re going to use circuits with assemblers that accept fuel then you need to not feed them mixed fuel ...
- Mon Nov 17, 2025 7:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.72] crash in playSoundWithDistanceLimits with modded sound trigger
- Replies: 1
- Views: 3047
[Donion] [2.0.72] crash in playSoundWithDistanceLimits with modded sound trigger
1. What did you do?
- Create an entity with a dying_trigger_effect of create-entity and play-sound
- Copy of nuclear bomb effects but slightly modified
2. What happened?
- Game crashed when effect is triggered, according to log in playSoundWithDistanceLimits
3. What did you expect to happen ...
- Create an entity with a dying_trigger_effect of create-entity and play-sound
- Copy of nuclear bomb effects but slightly modified
2. What happened?
- Game crashed when effect is triggered, according to log in playSoundWithDistanceLimits
3. What did you expect to happen ...
- Sun Sep 07, 2025 7:35 am
- Forum: Modding interface requests
- Topic: LuaSurface::show_global_electric_network_gui or LuaFlowStatistics::show_gui?
- Replies: 2
- Views: 809
Re: LuaSurface::show_global_electric_network_gui or LuaFlowStatistics::show_gui?
Oh, that works perfectly for my case, thanks!
Didn't realize opened is writable, but makes sense.
Didn't realize opened is writable, but makes sense.
- Sat Sep 06, 2025 7:09 pm
- Forum: Modding interface requests
- Topic: LuaSurface::show_global_electric_network_gui or LuaFlowStatistics::show_gui?
- Replies: 2
- Views: 809
LuaSurface::show_global_electric_network_gui or LuaFlowStatistics::show_gui?
Hey Forum People,
Working on a Planet mod with a global electric network, but it seems there is no way to show the network stats?
LuaFlowStatistics API page mentions GUI a lot, but I can't find a way that actually shows them.
Working on a Planet mod with a global electric network, but it seems there is no way to show the network stats?
LuaFlowStatistics API page mentions GUI a lot, but I can't find a way that actually shows them.