Search found 104 matches
- Mon Feb 24, 2025 7:26 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.34] "virtual-signal=signal-ghost" is gone without migration
- Replies: 25
- Views: 9240
Re: [2.0.34] "virtual-signal=signal-ghost" is gone without migration
All my ships used this signal in the interrupts.
- Fri Feb 07, 2025 5:33 am
- Forum: Technical Help
- Topic: Unable to symlink blueprint-storage-2.dat
- Replies: 3
- Views: 307
Re: Unable to symlink blueprint-storage-2.dat
I realise in that thread rseding says you guys don't want to support symlinks. But it works fine for the saves folder now, so I figured I could just submit the ticket.
- Fri Feb 07, 2025 5:32 am
- Forum: Technical Help
- Topic: Unable to symlink blueprint-storage-2.dat
- Replies: 3
- Views: 307
Unable to symlink blueprint-storage-2.dat
Hi
This is somewhat related to https://forums.factorio.com/viewtopic.php?p=492532&hilit=symlink#p492532 I guess.
My issue is quite simple; I symlink (or wanted to) both blueprint-storage-2.dat and the saves/ folder to my cloud sync folder, so that I can run the game on multiple clients easily.
I ...
This is somewhat related to https://forums.factorio.com/viewtopic.php?p=492532&hilit=symlink#p492532 I guess.
My issue is quite simple; I symlink (or wanted to) both blueprint-storage-2.dat and the saves/ folder to my cloud sync folder, so that I can run the game on multiple clients easily.
I ...
- Wed Jan 01, 2025 2:18 pm
- Forum: Implemented mod requests
- Topic: [2.0.16] Please add LuaRecord.active_index and LuaItemCommon.contents
- Replies: 4
- Views: 558
Re: [2.0.16] Please add LuaRecord.active_index and LuaItemCommon.contents
Happy new year! Please I hope you take a look at this 
Am I allowed to "bump" my threads like this? I sure hope so!

Am I allowed to "bump" my threads like this? I sure hope so!
- Fri Nov 15, 2024 9:22 am
- Forum: Modding interface requests
- Topic: [2.0.18] Add FontPrototype.line_spacing
- Replies: 0
- Views: 146
[2.0.18] Add FontPrototype.line_spacing
Hi!
https://lua-api.factorio.com/latest/pro ... ml#spacing
FontPrototype already supports |spacing| although I can't see it being used anywhere in the base game.
Could you please add a .line_spacing property that would take effect for multiline labels and such?
Thank you!
https://lua-api.factorio.com/latest/pro ... ml#spacing
FontPrototype already supports |spacing| although I can't see it being used anywhere in the base game.
Could you please add a .line_spacing property that would take effect for multiline labels and such?
Thank you!
- Mon Nov 11, 2024 11:31 am
- Forum: Modding interface requests
- Topic: [2.0] Allow ScheduleRecord.station to point to a specific train station
- Replies: 0
- Views: 149
[2.0] Allow ScheduleRecord.station to point to a specific train station
Hi!
ScheduleRecord's (https://lua-api.factorio.com/latest/concepts/ScheduleRecord.html) .station member only accepts string currently. It would be awesome if this could also accept a unit_number or LuaEntity so it would be possible to create a schedule that sends a train to a specific station (when ...
ScheduleRecord's (https://lua-api.factorio.com/latest/concepts/ScheduleRecord.html) .station member only accepts string currently. It would be awesome if this could also accept a unit_number or LuaEntity so it would be possible to create a schedule that sends a train to a specific station (when ...
- Sat Nov 09, 2024 8:15 am
- Forum: Implemented mod requests
- Topic: [2.0.16] Please add LuaRecord.active_index and LuaItemCommon.contents
- Replies: 4
- Views: 558
Re: Please add LuaRecord.active_index and LuaItemCommon.contents
Also, on a related note as you can see here https://github.com/folknor/factorio-jan ... ol.lua#L87 please consider making `local s = log.add_section("Janitor")` NOT create a new section every time but return the one that exists with the same name already?
Thanks again!
Thanks again!
- Sat Nov 09, 2024 8:14 am
- Forum: Implemented mod requests
- Topic: [2.0.16] Please add LuaRecord.active_index and LuaItemCommon.contents
- Replies: 4
- Views: 558
[2.0.16] Please add LuaRecord.active_index and LuaItemCommon.contents
Hi,
So great work guys I am loving the game again :-D
Apparently I posted this in the wrong forum initially, so I'll delete that post and here it is again \o/
I just updated my mod here https://mods.factorio.com/mod/folk-janitor and with the scripting changes in 2.0.16 I really wanted to get ...
So great work guys I am loving the game again :-D
Apparently I posted this in the wrong forum initially, so I'll delete that post and here it is again \o/
I just updated my mod here https://mods.factorio.com/mod/folk-janitor and with the scripting changes in 2.0.16 I really wanted to get ...
- Wed May 31, 2017 11:56 am
- Forum: Not a bug
- Topic: [0.15.16] Misleading error from .set_command()
- Replies: 1
- Views: 1163
[0.15.16] Misleading error from .set_command()
Hi,
If you attempt to give the following command to a LuaEntity or LuaUnitGroup, you get a very misleading error message in return:
.set_command({
type = defines.command.attack_area,
radius = 40,
destination = nil,
distraction = defines.distraction.by_anything,
})
Note the "destination = nil ...
If you attempt to give the following command to a LuaEntity or LuaUnitGroup, you get a very misleading error message in return:
.set_command({
type = defines.command.attack_area,
radius = 40,
destination = nil,
distraction = defines.distraction.by_anything,
})
Note the "destination = nil ...
- Tue May 30, 2017 9:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.16] luadoc for LuaCircuitNetwork.signals
- Replies: 1
- Views: 1099
[Twinsen] [0.15.16] luadoc for LuaCircuitNetwork.signals
http://lua-api.factorio.com/latest/LuaCircuitNetwork.html#LuaCircuitNetwork.signals
Hi,
The luadocs for LuaCircuitNetwork.signals does not specify that it can in fact be nil. I would expect this of a function return, but not of a direct property like this, so I think it's worth mentioning.
Also ...
Hi,
The luadocs for LuaCircuitNetwork.signals does not specify that it can in fact be nil. I would expect this of a function return, but not of a direct property like this, so I think it's worth mentioning.
Also ...
- Tue May 30, 2017 4:10 pm
- Forum: Modding help
- Topic: [0.15.16] luadoc for LuaEntity.unit_number
- Replies: 10
- Views: 3506
Re: [0.15.16] luadoc for LuaEntity.unit_number
That's what I assumed :-)
Thank you!
Oh, I see the thread was moved to "modding help". I opened it as a bug report specifically because I wanted the luadocs clarified in the name of posterity, future reference, and the good of mankind. I already assumed it behaved like you described it, but of ...
Thank you!
Oh, I see the thread was moved to "modding help". I opened it as a bug report specifically because I wanted the luadocs clarified in the name of posterity, future reference, and the good of mankind. I already assumed it behaved like you described it, but of ...
- Tue May 30, 2017 8:53 am
- Forum: Modding help
- Topic: [0.15.16] luadoc for LuaEntity.unit_number
- Replies: 10
- Views: 3506
[0.15.16] luadoc for LuaEntity.unit_number
Hi,
So the luadocs for http://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.unit_number is a bit unclear;
Are unit_numbers universally unique for the lifetime of a whole game?
That is to say, if one was destroyed, is there ever any chance that another LuaEntity will have the unit_number of ...
So the luadocs for http://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.unit_number is a bit unclear;
Are unit_numbers universally unique for the lifetime of a whole game?
That is to say, if one was destroyed, is there ever any chance that another LuaEntity will have the unit_number of ...
- Mon May 29, 2017 9:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.12] LuaEntity.set_command crashes with empty compound
- Replies: 5
- Views: 4213
Re: [Rseding97] [0.15.12] LuaEntity.set_command crashes with empty compound
I'm guessing I'll have to keep bumping this until some moderator notices the problem in the post title.
- Mon May 29, 2017 9:54 pm
- Forum: Won't implement
- Topic: Luadoc for Concepts#Position unclear
- Replies: 0
- Views: 1154
Luadoc for Concepts#Position unclear
Hi,
So I'm on my laptop for the time being, and it's old, and running anything on it is painful :-)
Which means I try to start up factorio as few times as I can. And to that end, I try to interpret the API docs without testing everything manually.
http://lua-api.factorio.com/latest/Concepts.html ...
So I'm on my laptop for the time being, and it's old, and running anything on it is painful :-)
Which means I try to start up factorio as few times as I can. And to that end, I try to interpret the API docs without testing everything manually.
http://lua-api.factorio.com/latest/Concepts.html ...
- Mon May 29, 2017 9:48 pm
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 86
- Views: 40265
Re: [0.15] Folks Factorio Fabrications
Is there a blacklist, so that the mode won't work for certain entity s?
Yes, you can unzip the mod and edit control.lua in an UTF8-enabled editor.
There is a list there, like this:
local CONFIG_ENABLE = {
-- Categories
["ammo-turret"] = true,
car = true,
locomotive = true,
-- Specific ...
Yes, you can unzip the mod and edit control.lua in an UTF8-enabled editor.
There is a list there, like this:
local CONFIG_ENABLE = {
-- Categories
["ammo-turret"] = true,
car = true,
locomotive = true,
-- Specific ...
- Tue May 23, 2017 10:27 pm
- Forum: Won't implement
- Topic: Folks Freaky Factorio Fantasies
- Replies: 14
- Views: 6751
Re: Folks Freaky Factorio Fantasies
Alright, so since there has been no response and I'm stuck on my laptop for the immediate future, I'll go ahead and post some of these individually.
- Tue May 23, 2017 10:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.12] LuaEntity.set_command crashes with empty compound
- Replies: 5
- Views: 4213
Re: [Rseding97] [0.15.12] LuaEntity.set_command crashes with empty compound
Someone has tagged this bug report with [Rseding97], which I presume is going to have little effect on whatever script you're using internally to assign forum bug reports 
But I cant change it, it seems. Or my browser is broken - which is entirely possible, since I build it from source.

But I cant change it, it seems. Or my browser is broken - which is entirely possible, since I build it from source.
- Tue May 23, 2017 4:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.12] LuaEntity.set_command crashes with empty compound
- Replies: 5
- Views: 4213
Re: [Rseding97] [0.15.12] LuaEntity.set_command crashes with empty compound
Tested with LuaUnitGroup.set_command as well, same result.
- Tue May 23, 2017 4:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.13] LuaCommand/LuaRemote bug
- Replies: 12
- Views: 6281
Re: [0.15.13] LuaCommand/LuaRemote bug
Still present in 0.15.13
- Tue May 23, 2017 4:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.12] LuaEntity.set_command crashes with empty compound
- Replies: 5
- Views: 4213
Re: [Rseding97] [0.15.12] LuaEntity.set_command crashes with empty compound
Still present in 0.15.13
58.315 Error CrashHandler.cpp:232: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
#0 0x000000000073fae0 in CrashHandler::writeStackTrace() at /tmp/factorio-ydwwTf/src/Util/CrashHandler.cpp:105
#1 0x000000000073fd64 in CrashHandler ...
58.315 Error CrashHandler.cpp:232: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
#0 0x000000000073fae0 in CrashHandler::writeStackTrace() at /tmp/factorio-ydwwTf/src/Util/CrashHandler.cpp:105
#1 0x000000000073fd64 in CrashHandler ...