Maybe add a description to this?
https://lua-api.factorio.com/latest/LuaTile.html#LuaTile.hidden_tile
That it only is set when a minable tile is placed and it is never deleted except manually with surface.set_hidden_tile()
Many hours spent figuring out a glitch in a map and it was a sneaky hidden ...
Search found 55 matches
- Mon Apr 19, 2021 4:52 pm
- Forum: Modding help
- Topic: [1.1.32] Unexpected behaviour of LuaTile hidden_tile
- Replies: 8
- Views: 3535
- Mon Apr 19, 2021 6:00 am
- Forum: Modding help
- Topic: [1.1.32] Unexpected behaviour of LuaTile hidden_tile
- Replies: 8
- Views: 3535
[1.1.32] Unexpected behaviour of LuaTile hidden_tile
This prints "sand-1"
/c
p = game.player.position
game.surfaces.nauvis.set_tiles({{name = "sand-1", position = p}}, true)
game.surfaces.nauvis.set_tiles({{name = "concrete", position = p}}, true)
game.surfaces.nauvis.set_tiles({{name = "sand-2", position = p}}, true)
game.print(game.player.surface ...
/c
p = game.player.position
game.surfaces.nauvis.set_tiles({{name = "sand-1", position = p}}, true)
game.surfaces.nauvis.set_tiles({{name = "concrete", position = p}}, true)
game.surfaces.nauvis.set_tiles({{name = "sand-2", position = p}}, true)
game.print(game.player.surface ...
- Wed Oct 28, 2020 9:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
- Replies: 14
- Views: 13084
Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
Please do not remove the 'mineable wreckage' entity.
It will break many existing scenarios. Does not feel nice
Map creators like having a few "useless" entities.
It will break many existing scenarios. Does not feel nice

Map creators like having a few "useless" entities.
- Sun Aug 23, 2020 10:31 pm
- Forum: Modding interface requests
- Topic: a way to detect when a rocket launcher is used
- Replies: 2
- Views: 1439
Re: a way to detect when a rocket launcher is used
"on_entity_damaged" is not a good option, it is too resource heavy for small tasks like this.
Would prefer to get the projectile somehow.
Would prefer to get the projectile somehow.
- Sun Aug 23, 2020 4:54 pm
- Forum: Modding interface requests
- Topic: a way to detect when a rocket launcher is used
- Replies: 2
- Views: 1439
a way to detect when a rocket launcher is used
Can not find a way to detect when spidertron shoots a rocket.
For players "on_player_ammo_inventory_changed" works,
but a bit limited since it is called after a players ammo inventory was changed.
Adding an event "on_vehicle_ammo_inventory_changed" would work out,
since one could use "find_entities ...
For players "on_player_ammo_inventory_changed" works,
but a bit limited since it is called after a players ammo inventory was changed.
Adding an event "on_vehicle_ammo_inventory_changed" would work out,
since one could use "find_entities ...
- Sun Aug 16, 2020 4:29 pm
- Forum: Logistic Train Network
- Topic: Suggestion for less chat spam
- Replies: 7
- Views: 2498
Suggestion for less chat spam
Turning the notifications off is impractical.
Turning them on will lead to chat spam.
A small LTN toggle button in the top gui, displaying a scrollable text log when clicked, would solve this.
This would allow for even more detailed information, without spamming chat too much.
Turning them on will lead to chat spam.
A small LTN toggle button in the top gui, displaying a scrollable text log when clicked, would solve this.
This would allow for even more detailed information, without spamming chat too much.
- Sat Jul 25, 2020 3:23 pm
- Forum: Implemented mod requests
- Topic: Event for on-permissions-changed?
- Replies: 7
- Views: 3185
Re: Event for on-permissions-changed?
It seems, it is impossible to know who is changing permissions, if there are multiple admins in the same game.
This is a bit of an issue and could be solved by having an event.
This is a bit of an issue and could be solved by having an event.
- Sun Jun 28, 2020 2:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.34] Force reset, won't clear research progress.
- Replies: 1
- Views: 2563
[0.18.34] Force reset, won't clear research progress.
Code: Select all
/c game.player.force.reset()
Would expect it to reset everything, as it is described as "Reset everything." in the API
- Tue Apr 21, 2020 6:54 am
- Forum: Modding interface requests
- Topic: on_entity_damaged - health of entity before damage was dealt
- Replies: 0
- Views: 888
on_entity_damaged - health of entity before damage was dealt
It does not seem to be possible to get the health of an entity, before it was damaged.
Adding final_damage_amount to the entity.health is only accurate if it's health is > 0.
If the entity.health is 0 then there is no way to get the health it had before the damage happened.
The only way around seem ...
Adding final_damage_amount to the entity.health is only accurate if it's health is > 0.
If the entity.health is 0 then there is no way to get the health it had before the damage happened.
The only way around seem ...
- Fri Apr 17, 2020 9:44 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.18.18] Biters hesitant to attack neutral rock entities
- Replies: 2
- Views: 1829
[Oxyd] [0.18.18] Biters hesitant to attack neutral rock entities
Since 0.18, it seems that biters won't attack neutral entities like the rocks as well anymore.
A few special scenarios do not work as well anymore in 0.18.
The screenshots show a group of units that want to go to a location, occupied by rock entities.
But they keep being stuck running back and ...
A few special scenarios do not work as well anymore in 0.18.
The screenshots show a group of units that want to go to a location, occupied by rock entities.
But they keep being stuck running back and ...
- Wed Apr 08, 2020 5:01 pm
- Forum: Modding interface requests
- Topic: Ability to protect a tile from modification
- Replies: 10
- Views: 4157
Re: Ability to protect a tile from modification
Already patched! That was quick 
Tested it and it works out fine.
Mining the tiles isn't possible now and one can still build other tiles over them.
But they do not get deleted underneath anymore,
so this is fine enough!!

Tested it and it works out fine.
Mining the tiles isn't possible now and one can still build other tiles over them.
But they do not get deleted underneath anymore,
so this is fine enough!!
- Wed Apr 08, 2020 4:50 pm
- Forum: Modding interface requests
- Topic: Ability to protect a tile from modification
- Replies: 10
- Views: 4157
Re: Ability to protect a tile from modification
Was more thinking of only setting it for specific tiles.
Maybe even for example certain areas of water tiles, that can not be landfilled.
Making all of them not mineable wasn't really my intention.
Maybe would write some custom script instead that uses the events.
Maybe even for example certain areas of water tiles, that can not be landfilled.
Making all of them not mineable wasn't really my intention.
Maybe would write some custom script instead that uses the events.
- Wed Apr 08, 2020 8:59 am
- Forum: Modding interface requests
- Topic: Ability to protect a tile from modification
- Replies: 10
- Views: 4157
- Wed Apr 08, 2020 6:28 am
- Forum: Modding interface requests
- Topic: Ability to protect a tile from modification
- Replies: 10
- Views: 4157
Re: Ability to protect a tile from modification
LuaTile does not have that ability.
- Wed Apr 08, 2020 5:48 am
- Forum: Modding interface requests
- Topic: Ability to protect a tile from modification
- Replies: 10
- Views: 4157
Re: Ability to protect a tile from modification
Teams? How does that work?
- Tue Apr 07, 2020 8:40 pm
- Forum: Modding interface requests
- Topic: Ability to protect a tile from modification
- Replies: 10
- Views: 4157
Ability to protect a tile from modification
Players mine away or paint over the new colored concrete tiles that have been added recently.
If a custom map has a team spawn place, it can be easily removed or modified.
This could be solved by having the ability to set minable = false for a tile, protecting it from modifications.
If a custom map has a team spawn place, it can be easily removed or modified.
This could be solved by having the ability to set minable = false for a tile, protecting it from modifications.
- Thu Feb 27, 2020 11:38 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 372363
Re: pY Alien Life - Discussion
Any new built farms do not work, with or without modules.
This happened since the update to 1.2.5
Game is currently online public, if a save file is needed.
Search for "comfy py alienlife" in the server browser to join.
This happened since the update to 1.2.5
Game is currently online public, if a save file is needed.
Search for "comfy py alienlife" in the server browser to join.
- Thu Feb 27, 2020 10:43 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 372363
Re: pY Alien Life - Discussion
Having simliar issue as crux042 wrote before.
New placed farms do not work after updating.
New placed farms do not work after updating.
- Fri Jan 24, 2020 3:33 am
- Forum: Modding help
- Topic: Particles in 0.18
- Replies: 0
- Views: 770
Particles in 0.18
How does one create particles in 0.18 via LUA script?
Like "blood-particle", "branch-particle", "coal-particle" and such.
Like "blood-particle", "branch-particle", "coal-particle" and such.
- Wed Dec 11, 2019 9:43 am
- Forum: Modding help
- Topic: Detecting when a player replaces an entity
- Replies: 11
- Views: 3662
Re: Detecting when a player replaces an entity
there is no way to do this properly, it seems, only found a way to keep track of some entities that were placed in the last x amount of ticks and compare them to the ones mined, but that is quite wonky