Glad to hear it. The documentation is the best part of Factorio's API, if you ignore it you are missing out.
Search found 1316 matches
- Sun Dec 14, 2025 2:02 pm
- Forum: Modding help
- Topic: surface.create_entity throwing strange errors when fast replacing a Tank
- Replies: 4
- Views: 254
Re: surface.create_entity throwing strange errors when fast replacing a Tank
- Fri Dec 12, 2025 1:02 pm
- Forum: Modding help
- Topic: surface.create_entity throwing strange errors when fast replacing a Tank
- Replies: 4
- Views: 254
Re: surface.create_entity throwing strange errors when fast replacing a Tank
FYI, it is not possible to directly reassign a LuaEquipmentGrid or LuaInventory object from one entity to another, i.e. change the owner of an existing object. The contents of the old one must be copied somehow into the new one that is automatically created for the new entity.
The error messages ...
The error messages ...
- Sat Dec 06, 2025 7:55 pm
- Forum: Ideas and Suggestions
- Topic: Automatically set locomotive to manual driving when selecting "drive remotely"
- Replies: 5
- Views: 320
- Tue Nov 25, 2025 7:29 pm
- Forum: Not a bug
- Topic: [2.0.72] Parametrized train interrupt fails to use parameter in "item count" wait conditions
- Replies: 3
- Views: 348
Re: [2.0.72] Parametrized train interrupt fails to use parameter in "item count" wait conditions
The Circuit Signal Wildcard will be filled in with the first signal that meets the condition. It will be filled in everywhere in the interrupt that the Circuit Signal Wildcard appears. It will *not* fill in slots containing the Item Wildcard, because it is a signal not an item. Unless I'm completely ...
- Mon Nov 24, 2025 12:18 am
- Forum: Modding help
- Topic: Intermediate products are not working
- Replies: 5
- Views: 502
Re: Intermediate products are not working
There have been issues in the past with recipes not being usable as handcrafting intermediates. Some were modder mistakes and some were engine bugs, like this one: https://forums.factorio.com/viewtopic.php?p=540359&hilit=Handcrafting+intermediate#p540359
Check to see that you have all the flags ...
Check to see that you have all the flags ...
- Fri Nov 14, 2025 3:30 pm
- Forum: Technical Help
- Topic: Corrupt map: unknown quality prototype ID 140.
- Replies: 5
- Views: 699
Re: Corrupt map: unknown quality prototype ID 140.
Unfortunately, for performance reasons the game does not validate the game state when it is saved, only when it is loaded. Some people make backup every day for this reason. If you have any sort of file backup application installed on your computer, you can look for older copies of the save file ...
- Thu Nov 13, 2025 8:02 pm
- Forum: Modding help
- Topic: Unable to use deconstruction, upgrade, or BP on loader-1x1 deepcopy entity
- Replies: 2
- Views: 512
Re: Unable to use deconstruction, upgrade, or BP on loader-1x1 deepcopy entity
I would suggest you remove the deepcopy and instead copy and paste the prototype from the base game file into your mod file for your "tier 1" loader. Then you can change every property to exactly what you want, and deepcopy the tier 1 prototype to make the tier 2 prototype, etc.
The upgrade planner ...
The upgrade planner ...
- Wed Nov 05, 2025 6:45 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Cloning boiler duplicates fluid inside
- Replies: 4
- Views: 595
Re: [2.0.72] Cloning boiler duplicates fluid inside
You mean the cloned boiler has *more* fluid than the original one? That's a good bug to report. I didn't initially understand from your use of the word "raising"-- the word "increasing" would be more correct here.
I confirmed the bug with your reproduction command. The first boiler has 50 water in ...
I confirmed the bug with your reproduction command. The first boiler has 50 water in ...
- Wed Nov 05, 2025 6:39 pm
- Forum: Technical Help
- Topic: [2.0.69] Adding, Updating, Deleting Mods causes a desync or Migration issue
- Replies: 11
- Views: 3783
Re: [2.0.69] Adding, Updating, Deleting Mods causes a desync or Migration issue
I was bored so I did a code review on all the mods in your save file. TWO mods stand out as ones which write to potentially dangerous session-global variables inside on_configuration_changed: "Long Range Delivery Drones" and "Corrundum". Removing one or both of them, loading it in single player, and ...
- Wed Nov 05, 2025 4:56 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Cloning boiler duplicates fluid inside
- Replies: 4
- Views: 595
Re: [2.0.72] Cloning boiler duplicates fluid inside
Cloning by definition copies all characteristics, including chest contents and fluid contents. If you want the new entity to be empty, you will have to empty it by script after cloning. Or you can use create_entity() and manually copy the properties that you want to preserve.
- Thu Oct 30, 2025 11:39 am
- Forum: Modding interface requests
- Topic: Gui element that shows script inventory
- Replies: 8
- Views: 694
Re: Gui element that shows script inventory
Can you provide any more details about your application and why an invisible container entity with interactions disabled is insufficient? A script could cause the player to open the container's gui even if the container itself is not clickable. The contents can be stored in the invisible ...
- Wed Oct 29, 2025 5:50 pm
- Forum: Modding interface requests
- Topic: Gui element that shows script inventory
- Replies: 8
- Views: 694
Re: Gui element that shows script inventory
Can you provide any more details about your application and why an invisible container entity with interactions disabled is insufficient? A script could cause the player to open the container's gui even if the container itself is not clickable. The contents can be stored in the invisible container ...
- Tue Oct 28, 2025 1:10 pm
- Forum: Fixed for 2.1
- Topic: [2.0.69] Bots return modules to wrong chest when upgrade is cancelled
- Replies: 3
- Views: 781
Re: [2.0.69] Bots return modules to wrong chest when upgrade is cancelled
This looks very similar to viewtopic.php?p=658117 which was supposed to have been fixed, but apparently isn't.
- Mon Oct 27, 2025 2:53 pm
- Forum: Modding help
- Topic: prototypes migrations in lua migration
- Replies: 1
- Views: 207
Re: prototypes migrations in lua migration
No, this is not possible. You can use Lua code in a Lua migration to destroy the old entities and make new ones depending on what mods are installed.
But migrations generally are supposed to be for things that happen in your mod alone, since you don't really control when they run. When things need ...
But migrations generally are supposed to be for things that happen in your mod alone, since you don't really control when they run. When things need ...
- Sat Oct 25, 2025 6:39 pm
- Forum: Resolved for the next release
- Topic: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
- Replies: 6
- Views: 1089
Re: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
For my mod, I created a machine that uses underground pipe connections of a special "unpipable" connection category with a range of 1 instead of the regular fluid pipe connections. (to allow an implementation of unpipable fluids which require direct machine-to-machine transfer)
Can you attach ...
- Fri Oct 24, 2025 2:46 pm
- Forum: Technical Help
- Topic: URGENT: 125-Hour Save Corruption - MilitaryTarget Error - Need Developer Help
- Replies: 3
- Views: 554
Re: URGENT: 125-Hour Save Corruption - MilitaryTarget Error - Need Developer Help
Not sure what about this is urgent, but I hope they can help. You're going to run Memtest on your computer now, right? That will show you if you need to replace your RAM to prevent future corruption.
- Thu Oct 23, 2025 4:58 am
- Forum: Not a bug
- Topic: [2.0.60] Infinity chests aren't allowed in "from" in upgrade planner
- Replies: 4
- Views: 550
Re: [2.0.60] Infinity chests aren't allowed in "from" in upgrade planner
Right, fast_replaceable_group is what actually defines what can be used in the upgrade planner. Set fast_replaceable_group to a unique value, set next_upgrade to nil, and it should work fine.
- Wed Oct 22, 2025 6:57 pm
- Forum: Modding help
- Topic: Error message info.json file
- Replies: 5
- Views: 858
Re: Error message info.json file
~~The mod files need to be inside a folder (named the same as the mod) inside the zip file.~~
JSON files normally cannot include comments. Try deleting the '--' and everything after it.
JSON files normally cannot include comments. Try deleting the '--' and everything after it.
- Tue Oct 21, 2025 3:18 pm
- Forum: Already exists
- Topic: Add resource_searching_offset to LuaEntityPrototype
- Replies: 3
- Views: 337
Re: Add resource_searching_offset to LuaEntityPrototype
Okay, thanks! And just to be clear, does the offset change the actual area that the mining drill extracts resources from, or does it only change where the mining area visualization is drawn?
- Tue Oct 21, 2025 3:32 am
- Forum: Already exists
- Topic: Add resource_searching_offset to LuaEntityPrototype
- Replies: 3
- Views: 337
Add resource_searching_offset to LuaEntityPrototype
It looks like resource_searching_offset is not accessible from LuaEntityPrototype. Can you please add read access to it?