It seems that some Gleba decoratives aren't being hidden when the graphics setting "Show decoratives" is disabled.
See the highlighted one below.
03-15-2025, 20-31-30.png
Found as a friend found regular gleba hard to read visually and so we started turning off all the visual flares to make it ...
Search found 282 matches
- Sat Mar 15, 2025 8:34 pm
- Forum: Not a bug
- Topic: [2.0.41] Some Gleba decorative aren't hidden by graphics settings
- Replies: 1
- Views: 135
- Sun Feb 02, 2025 10:57 pm
- Forum: Duplicates
- Topic: [2.0.32] Small Spitter getting stuck attacking tree
- Replies: 2
- Views: 993
Re: [2.0.32] Small Spitter getting stuck attacking tree
Balls I searched for spitters and tree/rock.
Thanks
Thanks
- Sun Feb 02, 2025 10:44 pm
- Forum: Duplicates
- Topic: [2.0.32] Small Spitter getting stuck attacking tree
- Replies: 2
- Views: 993
[2.0.32] Small Spitter getting stuck attacking tree
Once a small spitter starts attacking a tree in its path it gets stuck infinitely as the spitter does no damage to the tree.
02-02-2025, 22-39-28.png
Encountered with Space Age enabled, but no custom mods ever used on the save.
Save attached. Spitters are north of base in the forest above the ...
02-02-2025, 22-39-28.png
Encountered with Space Age enabled, but no custom mods ever used on the save.
Save attached. Spitters are north of base in the forest above the ...
- Mon Oct 21, 2024 11:27 am
- Forum: Resolved Requests
- Topic: [2.0.7] FurnacePrototype is missig from documentation
- Replies: 1
- Views: 276
[2.0.7] FurnacePrototype is missig from documentation
The Furnace prototype is missing from the Prototype documentation. It's still a distinct prototype class within the game.
- Sun Jan 07, 2024 10:21 pm
- Forum: Modding interface requests
- Topic: Add an API to access a recipe's Total Raw on the LuaRecipePrototype
- Replies: 0
- Views: 397
Add an API to access a recipe's Total Raw on the LuaRecipePrototype
Within Factorio when the user hovers over a recipe the context information includes the total raw ingredients and craft time.
It would be great if this could be exposed on the Runtime API as part of the LuaRecipePrototype object. At present a mod would have to walk the recipes that make the ...
It would be great if this could be exposed on the Runtime API as part of the LuaRecipePrototype object. At present a mod would have to walk the recipes that make the ...
- Fri Dec 29, 2023 7:32 pm
- Forum: Documentation Improvement Requests
- Topic: New Game and Migration Scripts in Data Lifecycle
- Replies: 1
- Views: 762
New Game and Migration Scripts in Data Lifecycle
When starting a new game with a mod enabled the mods migration scripts aren't run.
The Data Lifecycle diagram doesn't seem to distinguish the difference between a new game starting with the mod active and the mod being added to a save.
Capture.PNG
There also isn't any wording to this effect that I ...
The Data Lifecycle diagram doesn't seem to distinguish the difference between a new game starting with the mod active and the mod being added to a save.
Capture.PNG
There also isn't any wording to this effect that I ...
- Sun Oct 29, 2023 2:47 pm
- Forum: Resolved Requests
- Topic: Animation `layers` field should be optional.
- Replies: 1
- Views: 615
Animation `layers` field should be optional.
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
The example on the page confirms this in addition to my working code.
https://lua-api.factorio.com/latest/typ ... tml#layers
- Sat Oct 28, 2023 11:46 pm
- Forum: Resolved Requests
- Topic: Prototype LightDefinition listed `picture` as mandatory
- Replies: 1
- Views: 627
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: 988
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: 988
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'm not entirely sure on what the valid options are the, but the example array of tables ...
- 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: 760
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 ...
See demo video, save and sample mod attached ...
- Sun Oct 08, 2023 6:33 pm
- Forum: Resolved Requests
- Topic: Prototype MinableProperties has some optional fields not marked as such
- Replies: 1
- Views: 596
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/latest ...
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/latest ...
- Thu Apr 20, 2023 10:15 am
- Forum: Releases
- Topic: Version 1.1.81
- Replies: 8
- Views: 13921
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: 17895
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: 17895
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: 854
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: 439
- Views: 303134
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 ...
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 ...
- 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: 2473
[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 ...
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 ...
- 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: 1075
[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: 110551
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 ...
Noticed as Sumneko flags the discrepency.
https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.set_driver
-> Good catch, thanks ...