Search found 93 matches

by BurninSun
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

Add a disable_connections flag to create_entity for rolling stock types to disable autoconnecting to other rolling stock

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 ...
by BurninSun
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 ...
by BurninSun
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 ...
by BurninSun
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.
by BurninSun
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 ...
by BurninSun
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 ...
by BurninSun
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.
by BurninSun
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 ...
by BurninSun
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 ...
by BurninSun
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 ...
by BurninSun
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 ...
by BurninSun
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 ...
by BurninSun
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.
by BurninSun
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 ...
by BurninSun
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 ...
by BurninSun
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 ...
by BurninSun
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 ...
by BurninSun
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 ...
by BurninSun
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 ...
by BurninSun
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 ...

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