Search found 80 matches
- Mon Jan 19, 2026 7:46 pm
- Forum: Modding interface requests
- Topic: Reacting to asteroid chunks being created
- Replies: 2
- Views: 358
Re: Reacting to asteroid chunks being created
Why not modify the dying_trigger_effect to not spawn them in the first place? Do you need it to be dynamic as to if they spawn or not? You could replace the trigger with a script trigger then.
- Tue Jan 06, 2026 1:33 am
- Forum: Modding interface requests
- Topic: editable LuaRecord.contents and library tables
- Replies: 1
- Views: 216
Re: editable LuaRecord.contents and library tables
Oh this gets more complicated... because I forgot that blueprint items and records are different. So we'd also like to be able to move a record to be an item in a an inventory and vice-versa. Maybe getters and setters would make more sense. Sorry for requesting half baked...
Although... if ...
Although... if ...
- Tue Jan 06, 2026 12:56 am
- Forum: Modding interface requests
- Topic: [2.0.72] LuaItem and LuaRecord support with get_quick_bar_slot
- Replies: 0
- Views: 140
[2.0.72] LuaItem and LuaRecord support with get_quick_bar_slot
Right now items with data like spidertron remotes, blueprints, etc. as well as LuaRecords in quick bar slots result in get_quick_bar_slot returning nil for that index. That's not ideal when we're trying to figure out what's there. According to the docs I guess that's expected, but could we get a ...
- Tue Jan 06, 2026 12:26 am
- Forum: Modding interface requests
- Topic: editable LuaRecord.contents and library tables
- Replies: 1
- Views: 216
editable LuaRecord.contents and library tables
Right now mods can modify LuaRecords already within the game library, but they can't add, remove, or relocate LuaRecords to, from, or within the library.
This makes the libraries unusable for blind players that can't use the drag and drop library interface. It would therefore be nice if mods could ...
This makes the libraries unusable for blind players that can't use the drag and drop library interface. It would therefore be nice if mods could ...
- Mon Dec 29, 2025 8:00 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] seed not used from map-gen-settings.json
- Replies: 4
- Views: 531
Re: [2.0.72] seed not used from map-gen-settings.json
Just tested on Linux steam version with the same json file, with the same result. Am I just doing something wrong in the json file?
- Mon Dec 29, 2025 7:34 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] seed not used from map-gen-settings.json
- Replies: 4
- Views: 531
Re: [2.0.72] seed not used from map-gen-settings.json
Here are the saves it generated and the .json file I used
- Sun Dec 28, 2025 2:30 am
- Forum: Fixed for 2.1
- Topic: [2.0.72] seed not used from map-gen-settings.json
- Replies: 4
- Views: 531
[2.0.72] seed not used from map-gen-settings.json
Steps to reproduce:
Edit the map-get-settings-example.json file to set the seed to a uint32
Create two maps with factorio --map-gen-settings map-gen-settings.example.json --create test(1|2) (adapt to your desired folder stucture)
Compare the maps
(optional) run /seed to see the seeds ...
Edit the map-get-settings-example.json file to set the seed to a uint32
Create two maps with factorio --map-gen-settings map-gen-settings.example.json --create test(1|2) (adapt to your desired folder stucture)
Compare the maps
(optional) run /seed to see the seeds ...
- Wed Nov 19, 2025 1:43 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.72] build_from_cursor range checks forced build_mode
- Replies: 1
- Views: 1070
[Genhis][2.0.72] build_from_cursor range checks forced build_mode
Both build_from_cursor and can_build_from_cursor seem to apply the new range check that was introduced for normal mode to forced and super_forced mode as well.
Running: /c p=game.player.position;game.player.build_from_cursor({position={p.x+20,p.y},build_mode=defines.build_mode.forced}) fails ...
Running: /c p=game.player.position;game.player.build_from_cursor({position={p.x+20,p.y},build_mode=defines.build_mode.forced}) fails ...
- Sat Nov 08, 2025 7:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] doesn't create default config.ini
- Replies: 1
- Views: 1731
[2.0.72] doesn't create default config.ini
Starting the game with most launch options in versions 2.0.71 and below creates a config.ini file when none existed. This could be used to programmatically get the default configuration for newer versions.
Now in 2.0.72, a configuration file isn't created until the player changes a setting. Even ...
Now in 2.0.72, a configuration file isn't created until the player changes a setting. Even ...
- Thu Nov 06, 2025 3:37 pm
- Forum: Not a bug
- Topic: [2.0.69] Non-functional inserter loaded silo blocks bot silos from fulfilling a ship request
- Replies: 4
- Views: 748
Re: [2.0.69] Non-functional inserter loaded silo blocks bot silos from fulfilling a ship request
In my opinion this is not a bug.
If I have a dedicated roket silo that's being inserter loaded I expect that a logistics rocket won't deliver that item.
Say I have a dedicated silo for tungston bar and a ship that requests five rocket loads. The dedicated silo gets loaded and launches three or ...
If I have a dedicated roket silo that's being inserter loaded I expect that a logistics rocket won't deliver that item.
Say I have a dedicated silo for tungston bar and a ship that requests five rocket loads. The dedicated silo gets loaded and launches three or ...
- Thu Oct 30, 2025 10:31 pm
- Forum: Won't implement
- Topic: Add toggle-personal-logistic-requests to linked game control options
- Replies: 1
- Views: 372
Add toggle-personal-logistic-requests to linked game control options
Factorio Access would like to announce the state when it's toggled.
I was hoping it was just undocumented on the LinkedGameControl page but it throws an error when I try.
I was hoping it was just undocumented on the LinkedGameControl page but it throws an error when I try.
- Thu Oct 30, 2025 10:22 pm
- Forum: Bug Reports
- Topic: [2.0.71] Rich Text line breaks in LocalisedStrings (label caption)
- Replies: 3
- Views: 632
Re: [2.0.71] Rich Text line breaks in LocalisedStrings (label caption)
unrelated to the maybe formatting bug, but you might be interested in __CONTROL_MODIFIER__name__ instead of hard-coding shift. And/or __CONTROL_STYLE_BEGIN__ and __CONTROL_STYLE_END__ instead of the font and color.
- Tue Oct 28, 2025 5:54 pm
- Forum: Fixed for 2.1
- Topic: [Genhis][2.0.72] LuaPlayer::build_from_cursor with cursor_ghost fails
- Replies: 1
- Views: 422
[Genhis][2.0.72] LuaPlayer::build_from_cursor with cursor_ghost fails
Right now it seems that build_from_cursor and can_build from cursor ignore any crusor_ghost you have: doing nothing and returning false respectively.
Reproduction:
/c game.player.clear_cursor()
/c game.player.cursor_ghost = "stone-furnace"
/c game.player.build_from_cursor{ position = game ...
Reproduction:
/c game.player.clear_cursor()
/c game.player.cursor_ghost = "stone-furnace"
/c game.player.build_from_cursor{ position = game ...
- Tue Oct 21, 2025 6:38 pm
- Forum: Documentation Improvement Requests
- Topic: Update map-gen-settings.example.json
- Replies: 2
- Views: 1593
Re: [2.0.52] Update map-gen-settings.example.json
I am joining the request because when generating a map I get an error, for example:
0.000 Error Util.cpp:81: Key "asteroids" not found in property tree at ROOT
It would be nice if the file was updated and included descriptions
That's in map-settings.example.json which was already updated to ...
- Tue Oct 21, 2025 1:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.71] Power poles rewiring in reponse to can_place_entity
- Replies: 1
- Views: 1626
[2.0.71] Power poles rewiring in reponse to can_place_entity
Setup:
Two connected substations.
Disconnect them.
Call LuaSurface::can_place_entity{name="substation", position=<between them>}
Expected:
substations remain disconnected after step 3.
Actual:
Substations get reconnected after step 3.
Screenshot 2025-10-21 085530.png
Screenshot after I ...
Two connected substations.
Disconnect them.
Call LuaSurface::can_place_entity{name="substation", position=<between them>}
Expected:
substations remain disconnected after step 3.
Actual:
Substations get reconnected after step 3.
Screenshot 2025-10-21 085530.png
Screenshot after I ...
- Sun Oct 05, 2025 11:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.66] LuaPlayer.can_build_from_cursor ignores position being out of reach
- Replies: 3
- Views: 2080
Re: [2.0.66] LuaPlayer.can_build_from_cursor ignores position being out of reach
addition probably caused: 131201
- Sun Oct 05, 2025 11:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.69] can_build_from_cursor now plays error noise when out of reach
- Replies: 1
- Views: 1536
[2.0.69] can_build_from_cursor now plays error noise when out of reach
https://lua-api.factorio.com/latest/classes/LuaPlayer.html#can_build_from_cursor
Calling /c game.print(game.player.can_build_from_cursor({position={0,0}})) with a stone furnace in hand while out of range will display the flying text "cannot reach" at 0,0 and play the error noise.
This also occurs ...
Calling /c game.print(game.player.can_build_from_cursor({position={0,0}})) with a stone furnace in hand while out of range will display the flying text "cannot reach" at 0,0 and play the error noise.
This also occurs ...
- Wed Oct 01, 2025 2:41 am
- Forum: Modding interface requests
- Topic: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
- Replies: 9
- Views: 1737
Re: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
Can you two elaborate on your use cases further? It might help add some clarity on a design.
For Factorio Access, I think the only thing we'd really want to revert is LuaPlayer.game_view_settings.update_entity_selection.
I'd imagine all of those game view settings would probably be good to ...
- Sun Sep 28, 2025 5:15 pm
- Forum: Modding interface requests
- Topic: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
- Replies: 9
- Views: 1737
Re: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
I second this request. I think it would be most easily achompplished with a single lua file removal_migration.lua or something. The code in there would be like a migration script except it couldn't have any imports which would allow the file to run without the mod as long as it was saved into the ...
- Sat Jun 14, 2025 9:47 pm
- Forum: Ideas and Suggestions
- Topic: CLI for updating Factorio
- Replies: 5
- Views: 3415
Re: CLI for updating Factorio
With space age, now there's more versions to contend with. We can't even tell if it's an expansion build or alpha build from the version string. They both just say "full".
I'm guilty of corrupting an install by trying to apply the wrong version update using the third party updaters mentioned above ...
I'm guilty of corrupting an install by trying to apply the wrong version update using the third party updaters mentioned above ...