Search found 1060 matches
- Tue Nov 11, 2025 4:07 am
- Forum: Ideas and Suggestions
- Topic: Option to prevent Escape from exiting Map mode
- Replies: 7
- Views: 1629
Re: Option to prevent Escape from exiting Map mode
This topic came up again in a discussion. The idea was to add a separate key for 'exit map/remote view' and make the default "open menu" no longer exit the map. If they're both bound to escape, it is invisible to existing players (as long as exit map overrides open menu, then open menu works on the ...
- Tue Oct 07, 2025 11:01 pm
- Forum: Modding discussion
- Topic: [Research] Quick questions for modders (university seminar)
- Replies: 6
- Views: 528
Re: [Research] Quick questions for modders (university seminar)
1) I'm not sure if any particularly stood out - I might say Mobile Factory, which I was involved in for a while, which heavily used metatables - an incredibly large amount were running around, nearly everything got one. I think some of the code was inspired from Mining Drones, but there is ...
- Sat Oct 04, 2025 1:03 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.69] on_player_placed_equipment gets cancelled if character is assigned
- Replies: 2
- Views: 669
[2.0.69] on_player_placed_equipment gets cancelled if character is assigned
What you expected:
1) Multiple equipment gets inserted into armor
2) Changing the character during on_player_placed_equipment does not "cancel" the rest of the events
What happens:
1) Multiple equipment gets inserted into armor
2) Changing the character during on_player_placed_equipment "cancels ...
1) Multiple equipment gets inserted into armor
2) Changing the character during on_player_placed_equipment does not "cancel" the rest of the events
What happens:
1) Multiple equipment gets inserted into armor
2) Changing the character during on_player_placed_equipment "cancels ...
- Mon Jul 21, 2025 11:31 pm
- Forum: Minor issues
- Topic: [2.0.60] Leaving remote map view does not raise on_selected_entity_changed
- Replies: 3
- Views: 704
Re: [2.0.60] Leaving remote map view does not raise on_selected_entity_changed
Thanks for replying. I think watching on_player_controller_changed, in addition, might solve my mod's "issue" then.
- Sat Jul 19, 2025 2:52 pm
- Forum: Minor issues
- Topic: [2.0.60] Leaving remote map view does not raise on_selected_entity_changed
- Replies: 3
- Views: 704
[2.0.60] Leaving remote map view does not raise on_selected_entity_changed
What you expected:
Deselecting an entity always raises on_selected_entity_changed when it's reasonable to do so.
What happens:
It doesn't. The tooltip changes and everything
To reproduce:
/c
script.on_event(defines.events.on_selected_entity_changed, function(event)
game.print(event.tick)
end ...
Deselecting an entity always raises on_selected_entity_changed when it's reasonable to do so.
What happens:
It doesn't. The tooltip changes and everything
To reproduce:
/c
script.on_event(defines.events.on_selected_entity_changed, function(event)
game.print(event.tick)
end ...
- Sun Jun 22, 2025 2:39 am
- Forum: Duplicates
- Topic: [2.0.57] Module effects on recipes, in furnaces, exposes weird 'bug'
- Replies: 2
- Views: 582
Re: [2.0.57] Module effects on recipes, in furnaces, exposes weird 'bug'
Also noting: a recipe which isn't active (the machine isn't crafting but shows the recipe) can have the modules inserted. Only when a recipe is active do the modules refuse to insert.
- Sat Jun 21, 2025 9:36 pm
- Forum: Duplicates
- Topic: [2.0.57] Module effects on recipes, in furnaces, exposes weird 'bug'
- Replies: 2
- Views: 582
[2.0.57] Module effects on recipes, in furnaces, exposes weird 'bug'
Recreation:
Have a recipe which doesn't accept modules, but the furnace does. A simple example:
local steel_recipe = data.raw.recipe["steel-plate"]
steel_recipe.allow_productivity = false
Mod:
furnace_module_oddity_0.0.1.zip
Place modules in a furnace:
weird_modules-2.jpg
Save file ...
Have a recipe which doesn't accept modules, but the furnace does. A simple example:
local steel_recipe = data.raw.recipe["steel-plate"]
steel_recipe.allow_productivity = false
Mod:
furnace_module_oddity_0.0.1.zip
Place modules in a furnace:
weird_modules-2.jpg
Save file ...
- Fri Jun 06, 2025 12:12 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.55] Modding - Non-Square Machines, Fluidbox, Rotation event
- Replies: 6
- Views: 2361
[Lou][2.0.55] Modding - Non-Square Machines, Fluidbox, Rotation event
What you expect:
The machine - non-square (rectangular) crafting machine with fluid_boxes and fluid_boxes_off_when_no_fluid_recipe = true
The machine can be placed, and if you try to rotate it, it doesn't rotate (conventional behavior for assemblers), and does not raise on_player_rotated_entity , or ...
The machine - non-square (rectangular) crafting machine with fluid_boxes and fluid_boxes_off_when_no_fluid_recipe = true
The machine can be placed, and if you try to rotate it, it doesn't rotate (conventional behavior for assemblers), and does not raise on_player_rotated_entity , or ...
- Thu Jun 05, 2025 11:48 pm
- Forum: Modding interface requests
- Topic: Allow 180 rotation of rectangular crafting machines after placement
- Replies: 2
- Views: 1364
Re: Allow 180 rotation of rectangular crafting machines after placement
In 2.0, a setting on assembling-machines was added:
fluid_boxes_off_when_no_fluid_recipe which is default false. By default, a non-square / rectangular assembling machine with fluid boxes can rotate after being placed.
fluid_boxes_off_when_no_fluid_recipe which is default false. By default, a non-square / rectangular assembling machine with fluid boxes can rotate after being placed.
- Sat May 24, 2025 12:58 am
- Forum: Modding interface requests
- Topic: Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest
- Replies: 6
- Views: 812
Re: Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest
2) ' If you want to change it to a localized string, it can't be called a key anymore. '
I don't understand this statement. Yes. Changing the type permitted changes the type permitted.
Can't be called a key. Because it's not a key. And right now it's called a key.
Yes, and that's why any ...
- Sat May 24, 2025 12:49 am
- Forum: Modding interface requests
- Topic: Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest
- Replies: 6
- Views: 812
Re: Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest
Small desired edits: Nth being the length of the pre-defined parameters, localised parameters being n+1 of the localised string, etc
- Sat May 24, 2025 12:46 am
- Forum: Modding interface requests
- Topic: Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest
- Replies: 6
- Views: 812
Re: Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest
It receives a parameter from the outside. How do you suppose that should be passed to a fully specified localized string?
Hence also the word "key" in the name of the property. The key being the name of the locale string it uses to look it up. If you want to change it to a localized string, it ...
- Fri May 23, 2025 10:31 pm
- Forum: Modding interface requests
- Topic: Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest
- Replies: 6
- Views: 812
Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest
A small discrepancy in some of the new localised things for furnaces, and maybe other prototypes. It was decided they used plain strings, omitting the table of localised strings.
Considering localised strings in the regular use has tables, I think there should be an alignment one way or the other ...
Considering localised strings in the regular use has tables, I think there should be an alignment one way or the other ...
- Sat Apr 12, 2025 2:41 pm
- Forum: Modding interface requests
- Topic: Change rocket-silo.lua to check for normal rocket-silo
- Replies: 0
- Views: 289
Change rocket-silo.lua to check for normal rocket-silo
A simple change would allow for modded, but freeplay-based, games to use rocket silos for other purposes, without triggering the win condition.
On line 33 of rocket-silo.lua, there's:
if not (rocket and rocket.valid) then return end
These lines could be added, underneath:
local silo ...
On line 33 of rocket-silo.lua, there's:
if not (rocket and rocket.valid) then return end
These lines could be added, underneath:
local silo ...
- Wed Apr 02, 2025 2:42 am
- Forum: Resolved Requests
- Topic: InventoryPosition stack is 0-based
- Replies: 1
- Views: 383
InventoryPosition stack is 0-based
It would be appreciated if https://lua-api.factorio.com/2.0.43/concepts/InventoryPosition.html was noted to use 0-based inventory indexing, in contrast to other inventory stack index behavior.
It is noted in a forum post, this behavior is "intended" unless a larger change is made for backwards ...
It is noted in a forum post, this behavior is "intended" unless a larger change is made for backwards ...
- Sat Jan 11, 2025 12:56 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.28] discrete steps on a modded slider don't re-gain control
- Replies: 1
- Views: 1645
[2.0.28] discrete steps on a modded slider don't re-gain control
Related thread: https://forums.factorio.com/viewtopic.php?f=23&t=87600
A bug arises if a slider is set to be from discrete values, set to a min, min + 1 range, and then set again to a larger min/max.
The initial "Not a bug" behavior seems sensible, but the new bug is that setting it back to ...
A bug arises if a slider is set to be from discrete values, set to a min, min + 1 range, and then set again to a larger min/max.
The initial "Not a bug" behavior seems sensible, but the new bug is that setting it back to ...
- Sat Dec 21, 2024 8:10 am
- Forum: Resolved Problems and Bugs
- Topic: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
- Replies: 22
- Views: 15707
Re: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
I keep coming back to "where's the barrier" when pushing a blueprint from game state into a library?
On the Lua side:
1) we get events for what was blueprinted
2) those things can have data attached, modified, removed, etc.
And this is critical:
3) A script inventory can be created
4) The blueprint ...
On the Lua side:
1) we get events for what was blueprinted
2) those things can have data attached, modified, removed, etc.
And this is critical:
3) A script inventory can be created
4) The blueprint ...
- Sat Dec 07, 2024 7:48 am
- Forum: Pending
- Topic: closing the modified gui of a combinator plays no sound
- Replies: 2
- Views: 553
Re: closing the modified gui of a combinator plays no sound
Is it possible you're not noticing because the gui is closed during your explicit overwrite? I would expect writing player.opened = something else would play the close sound then, as that would be when the entity gui is closed. And that destroying a LuaGuiElement or a LuaEntity would not play a ...
- Sat Dec 07, 2024 6:01 am
- Forum: Ideas and Suggestions
- Topic: Start increasing evolution factor later
- Replies: 11
- Views: 2416
Re: Start increasing evolution factor later
I'm not sure if I like this specific suggestion, but I do agree Gleba can lead to a "no-win" game, if you're not prepared. Even with my friend and I, one of us was on Fulgora orchestrating tesla turrets to be sent off to Gleba, and we were on the border of sustainability for a while. Artillery seems ...
- Sat Nov 23, 2024 7:56 am
- Forum: Duplicates
- Topic: [2.0.20] Flamethrower turrets do not return oil
- Replies: 2
- Views: 665
Re: [2.0.20] Flamethrower turrets do not return oil
The nature of this bug would relate to flame turrets having "twice" the oil they show. There's a fluidbox capacity, and the internal ammo capacity.