Search found 44 matches

by Shemp
Mon Jun 15, 2026 10:58 pm
Forum: Documentation Improvement Requests
Topic: Clarify description of LuaPlayer::spectator
Replies: 0
Views: 50

Clarify description of LuaPlayer::spectator

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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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?
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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.
by Shemp
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?
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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 ...
by Shemp
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.

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