The `layers` field should be optional in the prototype Animation.
The example on the page confirms this in addition to my working code.
https://lua-api.factorio.com/latest/typ ... tml#layers
Search found 276 matches
- Sun Oct 29, 2023 2:47 pm
- Forum: Resolved Requests
- Topic: Animation `layers` field should be optional.
- Replies: 1
- Views: 181
- Sat Oct 28, 2023 11:46 pm
- Forum: Resolved Requests
- Topic: Prototype LightDefinition listed `picture` as mandatory
- Replies: 1
- Views: 190
Prototype LightDefinition listed `picture` as mandatory
https://lua-api.factorio.com/latest/typ ... ition.html
The `picture` field is listed as mandatory, but it's optional for "basic" type. The `rotation_shift` field is the same requirement concept and is listed as optional.
The `picture` field is listed as mandatory, but it's optional for "basic" type. The `rotation_shift` field is the same requirement concept and is listed as optional.
- Thu Oct 26, 2023 9:02 am
- Forum: Resolved Requests
- Topic: EntityWithHealthPrototype resistances field is a singular rather than array?
- Replies: 4
- Views: 270
Re: EntityWithHealthPrototype resistances field is a singular rather than array?
The docs list a single object/table of fields. But accepts an array of objects as per your included example.
- Wed Oct 25, 2023 9:52 pm
- Forum: Resolved Requests
- Topic: EntityWithHealthPrototype resistances field is a singular rather than array?
- Replies: 4
- Views: 270
EntityWithHealthPrototype resistances field is a singular rather than array?
The definition of the resistances field in EntityWithHealthPrototype is the type of Resistances. But looking at this Resistances class its a single object/table, rather than supporting an array of Resistances. I'm not entirely sure on what the valid options are the, but the example array of tables i...
- Wed Oct 18, 2023 11:36 pm
- Forum: Not a bug
- Topic: Unit entities created on an old mod prototype version have "cached" movement_speed
- Replies: 1
- Views: 216
Unit entities created on an old mod prototype version have "cached" movement_speed
It seems that if a unit is created in a map and the game saved. Then the unit prototype's speed is changed in the mod. When the game is loaded the existing units keep the old prototype speed, with any newly placed units getting the new prototype speed. See demo video, save and sample mod attached. I...
- Sun Oct 08, 2023 6:33 pm
- Forum: Resolved Requests
- Topic: Prototype MinableProperties has some optional fields not marked as such
- Replies: 1
- Views: 150
Prototype MinableProperties has some optional fields not marked as such
The Prototype MinableProperties class has some optional fields not marked as such: required_fluid & mining_trigger https://lua-api.factorio.com/latest/types/MinableProperties.html I quickly checked and these are correctly marked as optional on the Runtime side. https://lua-api.factorio.com/lates...
- Thu Apr 20, 2023 10:15 am
- Forum: Releases
- Topic: Version 1.1.81
- Replies: 8
- Views: 9863
Re: Version 1.1.81
It does look much more inviting for new-to-mod users. As your presented with groupings of good mods, not just a mash of latest mods. With half often having been: WIP, alpha, personal, etc.
Seeing `fresh mods of the last month` category, I would like to be able to expand it and see more than just 5.
Seeing `fresh mods of the last month` category, I would like to be able to expand it and see more than just 5.
- Sat Jan 14, 2023 2:26 pm
- Forum: Ideas and Suggestions
- Topic: Notifications System
- Replies: 37
- Views: 11946
Re: In-game GUI to manage alerts and warnings being shown
I looked at that topics opening posts before making this thread. But it looked to be a much larger and all encompassing geature ask, than this simple gui addition for existing functionality 

- Fri Jan 13, 2023 9:09 pm
- Forum: Ideas and Suggestions
- Topic: Notifications System
- Replies: 37
- Views: 11946
In-game GUI to manage alerts and warnings being shown
It would be nice if there was an in-game GUI to manage what alerts and warnings are shown to the player. Rather than having to use console commands.
I appreciate these are per map and not global, so would be like the map overlay toggles.
https://wiki.factorio.com/Alerts
I appreciate these are per map and not global, so would be like the map overlay toggles.
https://wiki.factorio.com/Alerts
- Sat Dec 24, 2022 11:10 pm
- Forum: Mod portal Discussion
- Topic: The Factorio Version Selector dropdown has bad styling
- Replies: 0
- Views: 534
The Factorio Version Selector dropdown has bad styling
The Factorio Version Selector dropdown has bad styling. I tried forcing a clean reload and still happening.
On current release of Google Chrome: Version 108.0.5359.125 (Official Build) (64-bit)
Another user has confirmed they see the same issue.
On current release of Google Chrome: Version 108.0.5359.125 (Official Build) (64-bit)
Another user has confirmed they see the same issue.
- Sat Dec 03, 2022 6:24 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 404
- Views: 226567
Re: Performance optimization - post your saves
Do you count continuous max pathfinder UPS for a few unit groups to get through many layers of walls as a performance issue ? It only becomes an organic issue on very large bases, but can easily cause the pathfinder to stay at its max processing indefinitely. Save that shows the pathfinder strugglin...
- Sat Dec 03, 2022 6:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.73] Desync when changing pathfinder settings mid path searching
- Replies: 1
- Views: 1509
[boskid][1.1.73] Desync when changing pathfinder settings mid path searching
If you change some pathfinder settings while the game is doing a pathfind it will desync. Encountered in an MP game, but reproduced in SP with heavy mode enabled. This was encountered in an MP game as we had a long queue of path requests due to many layers of wall around the base and artillery trigg...
- Thu Nov 17, 2022 9:51 pm
- Forum: Minor issues
- Topic: [1.1.72] If 2 car entities are on top of each other the player can't get out
- Replies: 1
- Views: 661
[1.1.72] If 2 car entities are on top of each other the player can't get out
When 2 cars are created on top of each other and the player is driving one of them things go a bit odd when trying to leave. I appreciate this is an odd situation, but encountered when modding and swapping a vehicle a player was in for another one and wanting to eject the player during this process....
- Thu Nov 17, 2022 8:30 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 72436
Re: Documentation Improvement Requests
The LuaEntity.set_driver() and LuaEntity.set_passenger() both list the parameter as mandatory in its type, but in description it lists the valid use of nil . Noticed as Sumneko flags the discrepency. https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.set_driver -> Good catch, thanks. Fixe...
- Sat Nov 05, 2022 12:35 pm
- Forum: Bug Reports
- Topic: [1.1.70] Single water tile edging weird on border of 2 land tiles
- Replies: 0
- Views: 493
[1.1.70] Single water tile edging weird on border of 2 land tiles
When you have a border between 2 different land tile types and then place a single tile of water just inside this border the water tiles edge graphics goes odd.
Save with issue demonstrated:
Save with issue demonstrated:
- Thu Nov 03, 2022 10:50 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 72436
Re: Documentation Improvement Requests
The properaty_names argument that LuaSurface.calculate_tile_properties() takes is a little sparse on what property names it actually takes. The example is height , but doing a search in the API docs of height didn't return an obvious list of the property strings I could provide it. https://lua-api....
- Wed Nov 02, 2022 12:25 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 72436
Re: Small documentation improvement requests
The Factorio wiki description on an EnergySource for the Electric Energy Source is a bit misleading. When flagged in a discord chat Bilka requested it was raised here as a reminder for future clarification. https://wiki.factorio.com/Types/EnergySource#buffer_capacity Area of concen: Shouldn't drain...
- Fri Oct 14, 2022 11:21 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 72436
Re: Small documentation improvement requests
LuaEntity.damage() says that the type and dealer are optional. However, if you actually provide nil to either of these you get an error. They are optional in the sense that you don't have to provide those arguments. This means to provide a dealer argument value you have to provide a type argument v...
- Fri Sep 02, 2022 1:20 am
- Forum: Modding interface requests
- Topic: Expose `fluid-turret` mandatory properties as read-only in LuaEntityPrototype
- Replies: 0
- Views: 494
Expose `fluid-turret` mandatory properties as read-only in LuaEntityPrototype
At present there isn't a way via the API to check on the amount of fluid needed in a fluid-turret for it to activate. I wanted to do this as a check during an RCON command by Streamers to create and fill up fluid-turrets. To alert them if they were putting in less fluid than the turret required to a...
- Tue Aug 23, 2022 4:20 pm
- Forum: Not a bug
- Topic: [1.1.65] Max flame count doesn't behave right for a high value
- Replies: 1
- Views: 714
[1.1.65] Max flame count doesn't behave right for a high value
If you create a fire with the max initial_ground_flame_count of 255, the fire doesn't burn like the a high fire count should. This can be seen by creating a fire at 255 and at 254 (1 less). The 254 fire spreads out from the center for a bit and will catch any near by trees on fire. But the 255 value...