My request is for LuaSurface::create_entity when used with any of the rolling stock types to add an optional disable_connections flag. Setting this flag to true would cause the created rolling stock to not auto connect to other rolling stock.
I'm trying to script create trains at a specific ...
Search found 93 matches
- Fri May 15, 2026 7:52 am
- Forum: Implemented mod requests
- Topic: Add a disable_connections flag to create_entity for rolling stock types to disable autoconnecting to other rolling stock
- Replies: 2
- Views: 229
- Fri May 15, 2026 1:39 am
- Forum: Not a bug
- Topic: [2.0.76] Rolling stock ghost cannot revive when an adjacent rail is a ghost
- Replies: 1
- Views: 198
[2.0.76] Rolling stock ghost cannot revive when an adjacent rail is a ghost
Take the following setup, note the rail ghost on the right:
05-14-2026, 18-11-56.png
place a rolling stock ghost within 2 rail segments of the rail ghost:
/c LOCO = game.player.surface.create_entity{name="entity-ghost", inner_name="locomotive", position={-1.9, -1}, force="player"}
05-14-2026 ...
05-14-2026, 18-11-56.png
place a rolling stock ghost within 2 rail segments of the rail ghost:
/c LOCO = game.player.surface.create_entity{name="entity-ghost", inner_name="locomotive", position={-1.9, -1}, force="player"}
05-14-2026 ...
- Tue May 05, 2026 7:12 am
- Forum: Duplicates
- Topic: [2.0.76] Rounding issue with speed modded labs resulting in loss of research
- Replies: 6
- Views: 498
Re: [2.0.76] Rounding issue with speed modded labs resulting in loss of research
One caveat is when only feeding exact amounts per research, it seems to work correctly.
Using that save, put 10 packs in, the first research completes, put 10 more packs in, the 2nd research completes. I'm assuming there is a small fudge factor when finishing the last science pack that isn't there ...
Using that save, put 10 packs in, the first research completes, put 10 more packs in, the 2nd research completes. I'm assuming there is a small fudge factor when finishing the last science pack that isn't there ...
- Tue May 05, 2026 4:43 am
- Forum: Modding interface requests
- Topic: Add crafting_progress and bonus_progress R/W to science labs
- Replies: 4
- Views: 321
Re: Add crafting_progress and bonus_progress R/W to science labs
viewtopic.php?t=133495
While doing some quick and dirty tests, I wanted to compare what the lab was showing on the bars with my expected results and was surprised to not find the associated API. But I've now got it narrowed down for the bug report.
While doing some quick and dirty tests, I wanted to compare what the lab was showing on the bars with my expected results and was surprised to not find the associated API. But I've now got it narrowed down for the bug report.
- Tue May 05, 2026 4:41 am
- Forum: Duplicates
- Topic: [2.0.76] Rounding issue with speed modded labs resulting in loss of research
- Replies: 6
- Views: 498
[2.0.76] Rounding issue with speed modded labs resulting in loss of research
Sometimes, research doesn't quite complete based on the number of science packs fed into labs. Save is attached to reproduce.
In the save, 2 researches are queued which take 10 red science each. The lab has a single speed mod in it. The player has 20 red science in their inventory. Place those 20 ...
In the save, 2 researches are queued which take 10 red science each. The lab has a single speed mod in it. The player has 20 red science in their inventory. Place those 20 ...
- Mon May 04, 2026 11:32 pm
- Forum: Modding interface requests
- Topic: Add crafting_progress and bonus_progress R/W to science labs
- Replies: 4
- Views: 321
Re: Add crafting_progress and bonus_progress R/W to science labs
I'm trying to track down an issue with our modded labs and some rounding issue. I wanted to read the values from the labs to get some insight as to what is going on and was surprised to find the values couldn't be read. I figured a full read/write for the labs would be a simple add that might be ...
- Mon May 04, 2026 9:35 am
- Forum: Modding interface requests
- Topic: Add crafting_progress and bonus_progress R/W to science labs
- Replies: 4
- Views: 321
Add crafting_progress and bonus_progress R/W to science labs
Currently, crafting machines have read/write for crafting_progress and bonus_progress. I am requesting similar API functionality to be added to science labs which have the same regular and bonus progress meters.
- Sat Apr 18, 2026 11:12 am
- Forum: Desyncs with mods
- Topic: [2.0.76] Desync Bug with SE
- Replies: 6
- Views: 779
Re: [2.0.76] Desync Bug with SE
Attached is a desync report, log file, memory dump and a copy of the save pulled from server and client while the server was paused.
Connecting to the paused server works normally, unpausing the server causes an immediate desync. This was repeatable. I was not a previous player on the server so ...
Connecting to the paused server works normally, unpausing the server causes an immediate desync. This was repeatable. I was not a previous player on the server so ...
- Fri Feb 13, 2026 8:34 am
- Forum: Not a bug
- Topic: [2.0.75] Rolling stock of enemy forces will connect
- Replies: 4
- Views: 734
Re: [2.0.75] Rolling stock of enemy forces will connect
I would describe this behavior as "unexpected" (as a personal opinion of course), hence the post.
I would expect enemy force entities to not interact while friendly ones do. Obviously since things don't work that way currently as you say, it would be a huge undertaking to change and not worth it ...
I would expect enemy force entities to not interact while friendly ones do. Obviously since things don't work that way currently as you say, it would be a huge undertaking to change and not worth it ...
- Fri Feb 13, 2026 7:43 am
- Forum: Not a bug
- Topic: [2.0.75] Rolling stock of enemy forces will connect
- Replies: 4
- Views: 734
[2.0.75] Rolling stock of enemy forces will connect
Rolling stock belonging to enemy forces can be connected to each others trains, either by directly building adjacent to the existing train or driving a train up and pressing the connect train hotkey. Connecting trains in this way will disable any automatic scheduling as per normal allowing the train ...
- Wed Feb 11, 2026 12:32 am
- Forum: Fixed for 2.1
- Topic: [2.0.74] Searched for item's slots continue to blink after being removed from trash
- Replies: 1
- Views: 465
[2.0.74] Searched for item's slots continue to blink after being removed from trash
New game, /cheat, open crafting menu, search for "belt", add some to inventory.
Note the first 1-2 belt stacks are solidly highlighted, others will blink.
shift-click some belts to move them to logistics trash.
Note that belt stacks in logistic trash slots will non-stop blink.
shift-click (or ...
Note the first 1-2 belt stacks are solidly highlighted, others will blink.
shift-click some belts to move them to logistics trash.
Note that belt stacks in logistic trash slots will non-stop blink.
shift-click (or ...
- Thu Feb 05, 2026 8:07 am
- Forum: Not a bug
- Topic: [2.0.73] on_train_changed_state fires twice with incorrect info
- Replies: 1
- Views: 401
[2.0.73] on_train_changed_state fires twice with incorrect info
Create train. Add schedule to train. Switch train from manual mode to automatic mode.
on_train_changed_state will now fire twice. The first will correctly include event.old_state == defines.train_state.manual_control and correctly changes the trains current state to on_the_path (or no_path or ...
on_train_changed_state will now fire twice. The first will correctly include event.old_state == defines.train_state.manual_control and correctly changes the trains current state to on_the_path (or no_path or ...
- Tue Feb 03, 2026 10:56 pm
- Forum: Fixed for 2.1
- Topic: [2.0.73] on_train_schedule_changed is triggered when schedule entry is dragged but not changed
- Replies: 1
- Views: 524
[2.0.73] on_train_schedule_changed is triggered when schedule entry is dragged but not changed
If a train's schedule entry is dragged without actually changing the schedule, on_train_schedule_changed event gets fired. Dragging can be as little as one pixel during a misclick.
Minor issue, but I'd expect the event to only be fired when something in the schedule actually changes.
Minor issue, but I'd expect the event to only be fired when something in the schedule actually changes.
- Fri Jan 30, 2026 8:53 am
- Forum: Resolved Requests
- Topic: [2.0.73] EntityWithHealthPrototype.resistances.percent vs Resistance::percent
- Replies: 1
- Views: 565
[2.0.73] EntityWithHealthPrototype.resistances.percent vs Resistance::percent
In prototype stage, resistances.percent are on a percentage scale, 0-100.
In runtime stage, resistances.percent are decimal fractions, 0-1.
This either needs to be changed (which obviously may break things) or at least be clarified in the docs that runtime resistance percent values are not actually ...
In runtime stage, resistances.percent are decimal fractions, 0-1.
This either needs to be changed (which obviously may break things) or at least be clarified in the docs that runtime resistance percent values are not actually ...
- Tue Jan 27, 2026 8:58 am
- Forum: Modding interface requests
- Topic: Expose entity graphics within LuaEntityPrototype
- Replies: 1
- Views: 314
Expose entity graphics within LuaEntityPrototype
I want to use rendering.draw_animation or rendering.draw_sprite to draw my own copies of entities. Currently, the only way to get those graphics is by iterating entities and copying their graphic information into an animation/sprite prototype during data stage.
I would like LuaEntityPrototype to ...
I would like LuaEntityPrototype to ...
- Thu Jan 08, 2026 8:16 am
- Forum: Resolved Requests
- Topic: [2.0.72] braking_force and friction_force aren't searchable
- Replies: 1
- Views: 516
[2.0.72] braking_force and friction_force aren't searchable
Searching the prototype docs for braking_force ( braking_power ) or friction_force ( friction ) do not give any results since those properties are listed as an "either/or" property and are not the primary.
Those should still show up in the search results and lead to the same link as the primary ...
Those should still show up in the search results and lead to the same link as the primary ...
- Wed Jan 07, 2026 9:15 pm
- Forum: Modding interface requests
- Topic: Make LuaTrain.kill_count and LuaTrain.killed_players writable
- Replies: 3
- Views: 631
Re: Make LuaTrain.kill_count and LuaTrain.killed_players writable
This seems like an XY problem anyway. The real request here is to make trains teleportable across surfaces, isn't it? I'm not sure how doable that is, though.
Linked rails have been requested for years but the implementation is a nightmare (see https://forums.factorio.com/viewtopic.php?p=527469 ...
- Tue Jan 06, 2026 1:00 pm
- Forum: Minor issues
- Topic: [2.0.72] can_place_entity can be incorrect due to train pushback after collision
- Replies: 1
- Views: 601
[2.0.72] can_place_entity can be incorrect due to train pushback after collision
Load save, run:
/c script.on_event(defines.events.on_entity_died, function(e) local entity_info = {force="player", name="car", position = {x=storage.loco.position.x, y = storage.loco.bounding_box.right_bottom.y+1.05}} if game.surfaces[1].can_place_entity(entity_info) then game.surfaces[1].create ...
/c script.on_event(defines.events.on_entity_died, function(e) local entity_info = {force="player", name="car", position = {x=storage.loco.position.x, y = storage.loco.bounding_box.right_bottom.y+1.05}} if game.surfaces[1].can_place_entity(entity_info) then game.surfaces[1].create ...
- Sat Jan 03, 2026 2:14 am
- Forum: Modding interface requests
- Topic: Make LuaTrain.kill_count and LuaTrain.killed_players writable
- Replies: 3
- Views: 631
Make LuaTrain.kill_count and LuaTrain.killed_players writable
I'm requesting that LuaTrain.kill_count and LuaTrain.killed_players be writable.
When rolling stock is added or removed from a train, the old LuaTrain is invalidated and a new LuaTrain created with kill_count successfully being carried over to the new train. However, I am teleporting trains across ...
When rolling stock is added or removed from a train, the old LuaTrain is invalidated and a new LuaTrain created with kill_count successfully being carried over to the new train. However, I am teleporting trains across ...
- Sat Jan 03, 2026 2:03 am
- Forum: Fixed for 2.1
- Topic: [2.0.72] LuaTrain.killed_players doesn't appear to work.
- Replies: 1
- Views: 473
[2.0.72] LuaTrain.killed_players doesn't appear to work.
https://lua-api.factorio.com/stable/classes/LuaTrain.html#killed_players
killed_players.png
New single player, no mods game. Setup an automatic train running in a circle. Get run over by the train.
After respawn:
/c game.print(serpent.block(game.player.selected.train.killed_players)) prints ...
killed_players.png
New single player, no mods game. Setup an automatic train running in a circle. Get run over by the train.
After respawn:
/c game.print(serpent.block(game.player.selected.train.killed_players)) prints ...