The description for LuaPlayer::spectator currently says:
spectator :: Read|Write boolean
If true, zoom-to-world noise effect will be disabled and environmental sounds will be based on zoom-to-world view instead of position of player's character.
This is identical to the description from the 1.1 ...
Search found 44 matches
- Mon Jun 15, 2026 10:58 pm
- Forum: Documentation Improvement Requests
- Topic: Clarify description of LuaPlayer::spectator
- Replies: 0
- Views: 50
- Mon Jun 15, 2026 12:13 pm
- Forum: Bug Reports
- Topic: [2.0.77] Utility constants related to vignettes do nothing
- Replies: 2
- Views: 182
Re: [2.0.77] Utility constants related to vignettes do nothing
Do you have menu simulations disabled? From looking at the code - those values are only used when the simulations are shown.
No, they are enabled. I've never seen the vignette appear on 2.0's main menu on any of the simulations.
EDIT: Here's a log, in case it's related to the graphics on my ...
- Sun Jun 14, 2026 11:47 pm
- Forum: Bug Reports
- Topic: [2.0.77] Utility constants related to vignettes do nothing
- Replies: 2
- Views: 182
[2.0.77] Utility constants related to vignettes do nothing
The following utility constants :
main_menu_background_vignette_intensity
main_menu_background_vignette_sharpness
zoom_to_world_effect_strength
do not appear to do anything and have no effect when changed in Factorio 2.0.
In Factorio 1.1 for example, there is a vignette on the main menu ...
main_menu_background_vignette_intensity
main_menu_background_vignette_sharpness
zoom_to_world_effect_strength
do not appear to do anything and have no effect when changed in Factorio 2.0.
In Factorio 1.1 for example, there is a vignette on the main menu ...
- Sun Jun 14, 2026 1:51 pm
- Forum: Ideas and Suggestions
- Topic: Mod dependency type: Assets only
- Replies: 1
- Views: 139
Re: Mod dependency type: Assets only
How would a "soft-loaded" mod interact with the mods table?
- Fri Jun 12, 2026 1:40 pm
- Forum: Ideas and Suggestions
- Topic: Split Recycling from the Quality mod
- Replies: 4
- Views: 809
Re: Split Recycling from the Quality mod
With FFF-442 , this thread can now be considered Implemented.
There are still some questions:
Will the recycling mod be part of the Space Age DLC only, or will it be available to all players as a common dependency which any mod can access?
Are quality and recycling mods independent of each ...
There are still some questions:
Will the recycling mod be part of the Space Age DLC only, or will it be available to all players as a common dependency which any mod can access?
Are quality and recycling mods independent of each ...
- Tue Jun 02, 2026 10:56 pm
- Forum: Modding interface requests
- Topic: Add walking_sound_volume_modifier for CarPrototype
- Replies: 1
- Views: 183
Add walking_sound_volume_modifier for CarPrototype
Currently, a "car" vehicle will always play the "walking_sound" associated with tiles when it is moving over them.
I would like a way to influence the intensity of that sound. In particular, I have mods such as Aircraft in mind whose vehicles are "floating" and shouldn't make any sounds that would ...
I would like a way to influence the intensity of that sound. In particular, I have mods such as Aircraft in mind whose vehicles are "floating" and shouldn't make any sounds that would ...
- Mon Jun 01, 2026 9:00 pm
- Forum: Documentation Improvement Requests
- Topic: More detail on the Mod Structure page about requirements for acceptable Portal mods
- Replies: 0
- Views: 152
More detail on the Mod Structure page about requirements for acceptable Portal mods
When attempting to upload a mod to the Mod Portal recently, I encountered this error:
Error: It is not permitted to distribute executable files with your mod. Please remove all files ending in exe, bat, ps1, sh, py. (code: 500)
The game itself loads the mod without complaint - it is only the ...
Error: It is not permitted to distribute executable files with your mod. Please remove all files ending in exe, bat, ps1, sh, py. (code: 500)
The game itself loads the mod without complaint - it is only the ...
- Tue May 26, 2026 1:40 pm
- Forum: Ideas and Suggestions
- Topic: Temporary Stations = Manual train mode
- Replies: 47
- Views: 19277
Re: Temporary Stations = Manual train mode
I would agree, with a slight expansion. If the train is in automatic when an temporary station is added, the condition should depend on if a passenger is present.
If a passenger is present the condition should be no passenger present.
If no passenger is present the condition should be passenger ...
- Tue May 26, 2026 1:25 pm
- Forum: Ideas and Suggestions
- Topic: Automatically set locomotive to manual driving when selecting "drive remotely"
- Replies: 7
- Views: 1131
Re: Automatically set locomotive to manual driving when selecting "drive remotely"
+1 to this topic. I don't understand why you would click "Drive remotely" on a locomotive if you did not intend to manually drive it.
@OP this suggestions looks very similar to that one : https://forums.factorio.com/viewtopic.php?t=67778
Do you agree ? Should I merge them ?
That topic is about ...
@OP this suggestions looks very similar to that one : https://forums.factorio.com/viewtopic.php?t=67778
Do you agree ? Should I merge them ?
That topic is about ...
- Fri May 22, 2026 4:54 pm
- Forum: Resolved for the next release
- Topic: [Genhis][2.0.76] Crash pasting richtext in combinator description
- Replies: 3
- Views: 574
Re: [2.0.76] Factorio crashes when pasting Richtext inside of a combinator description textfield
I tested the experimental version 2.0.77 as well.
This will occur with any string following this pattern:
[space-age]foo[/entity]
To reproduce:
Place down any combinator
Click "Add description", paste this string in (using Ctrl-V) and Save description
Edit the description that you just ...
This will occur with any string following this pattern:
[space-age]foo[/entity]
To reproduce:
Place down any combinator
Click "Add description", paste this string in (using Ctrl-V) and Save description
Edit the description that you just ...
- Tue May 19, 2026 1:03 am
- Forum: Resolved Requests
- Topic: FishPrototype refers to deprecated LuaEntity::active
- Replies: 1
- Views: 196
FishPrototype refers to deprecated LuaEntity::active
FishPrototype states the following in its summary:
Entity that spawns in water tiles, which can be mined. Moves around unless deactivated with LuaEntity::active = false.
LuaEntity::active is deprecated and so this hyperlink might break in the future, it should refer to LuaEntity::disabled_by ...
Entity that spawns in water tiles, which can be mined. Moves around unless deactivated with LuaEntity::active = false.
LuaEntity::active is deprecated and so this hyperlink might break in the future, it should refer to LuaEntity::disabled_by ...
- Sun May 03, 2026 7:09 pm
- Forum: Fixed for 2.1
- Topic: [2.0.76] Cannot place item back into hand location in ItemWithInventory
- Replies: 1
- Views: 209
[2.0.76] Cannot place item back into hand location in ItemWithInventory
inventoryitem-slot-bug.png
Steps to reproduce:
Install the Packing Tape mod (current version 20.0.7)
Create a packed chest by picking up a filled chest with "Toggle Packing Tape" turned on
Right-click the packed chest to access the ItemWithInventory GUI
Pick up an item stack from the ...
Steps to reproduce:
Install the Packing Tape mod (current version 20.0.7)
Create a packed chest by picking up a filled chest with "Toggle Packing Tape" turned on
Right-click the packed chest to access the ItemWithInventory GUI
Pick up an item stack from the ...
- Fri May 01, 2026 2:00 pm
- Forum: Mod portal Discussion
- Topic: Give any mod that depends on space-age the space age category
- Replies: 5
- Views: 1797
Re: Give any mod that depends on space-age the space age category
I'll lend my +1 to this as well.
Curiously, the "Space Age" tag does have some utility in its current incarnation, in that it can often indicate when a mod utilises DLC mechanics or requires the DLC for some other reason (e.g. Turbo Belt ), but otherwise doesn't depend on the main space-age ...
Curiously, the "Space Age" tag does have some utility in its current incarnation, in that it can often indicate when a mod utilises DLC mechanics or requires the DLC for some other reason (e.g. Turbo Belt ), but otherwise doesn't depend on the main space-age ...
- Sat Apr 11, 2026 8:09 pm
- Forum: Ideas and Suggestions
- Topic: Pipette in blueprint editing
- Replies: 1
- Views: 353
Re: Pipette in blueprint editing
You can Pipette from the Components list on the left-hand side, but I don't see why it shouldn't work from the main preview.
- Sat Apr 11, 2026 11:41 am
- Forum: Implemented mod requests
- Topic: localised description for shortcuts
- Replies: 11
- Views: 2116
Re: localised description for shortcuts
+1
Just to clarify, if you define a "spawn-item" shortcut, and both that item and the shortcut have a localised_description, what should happen?
Just to clarify, if you define a "spawn-item" shortcut, and both that item and the shortcut have a localised_description, what should happen?
- Mon Apr 06, 2026 2:16 am
- Forum: Fixed for 2.1
- Topic: [2.0.76] elem_tooltip with type "signal" only shows if signal_type is "virtual"
- Replies: 1
- Views: 327
[2.0.76] elem_tooltip with type "signal" only shows if signal_type is "virtual"
Very minor issue, it may even be intended behaviour, but I didn't find an existing thread so here it is.
To reproduce, open a Factorio world and run these commands:
/c x = game.player.gui.center.add{type="frame"}
/c x.style.width = 200
/c x.style.height = 200
/c x.elem_tooltip = {type = "signal ...
To reproduce, open a Factorio world and run these commands:
/c x = game.player.gui.center.add{type="frame"}
/c x.style.width = 200
/c x.style.height = 200
/c x.elem_tooltip = {type = "signal ...
- Wed Apr 01, 2026 7:10 pm
- Forum: Modding interface requests
- Topic: [2.0.12] Add LuaRecord.id and make LuaPlayer:cursor_record writable
- Replies: 2
- Views: 1111
Re: [2.0.12] Add LuaRecord.id and make LuaPlayer:cursor_record writable
I'm investigating how feasible it would be to add a feature like this for Compact Recipe Pins, for a similar purpose. I looked into Toolbars first to see if you had already done it, since it would be a more appropriate feature for that mod.
After seeing how constrained LuaRecord is in the API, I'll ...
After seeing how constrained LuaRecord is in the API, I'll ...
- Mon Mar 23, 2026 5:51 pm
- Forum: Ideas and Suggestions
- Topic: Option to search by mod in any search bar
- Replies: 1
- Views: 1008
Re: Option to search by mod in any search bar
I can attest that, from experience in Minecraft, this would be very helpful even if it only checks the "created" mod according to prototypes.get_history .
It might be practical to restrict it to only working in a few specific GUIs, such as Factoriopedia, Settings, Controls, the player crafting menu ...
It might be practical to restrict it to only working in a few specific GUIs, such as Factoriopedia, Settings, Controls, the player crafting menu ...
- Fri Mar 13, 2026 5:37 pm
- Forum: Resolved Requests
- Topic: EventData "tick" field should be uint64 type
- Replies: 5
- Views: 942
EventData "tick" field should be uint64 type
Since game.tick is represented in the API as being 64-bit, and I've been told that the tick count is never intentionally truncated to 32-bits before being passed to events, all mentions of the "tick" field here and here should say that they're using the uint64 type.
The reason that I even thought ...
The reason that I even thought ...
- Wed Mar 04, 2026 6:20 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.21] Right click deconstruct not consistent
- Replies: 3
- Views: 1262
Re: [2.0.21] Right click deconstruct not consistent
+1
I would like to be able to pick up buildings / order deconstruction on individual entities when holding a blueprint in the cursor.
I would like to be able to pick up buildings / order deconstruction on individual entities when holding a blueprint in the cursor.