Search found 68 matches
- Tue Jul 15, 2025 3:47 pm
- Forum: Pending
- Topic: [2.0.60] super-force-paste preview incorrect
- Replies: 1
- Views: 124
[2.0.60] super-force-paste preview incorrect
Trying to paste the top row onto a straight line of belts going the same direction. Preview suggests that another underground belt is added (middle row), but after execution it isn't (bottom row). I don't think that the extra underground belt is a good thing (see https://forums.factorio.com/129883 ...
- Tue Jul 15, 2025 3:31 pm
- Forum: Duplicates
- Topic: [2.0.60] non-smart pasting of underground belts
- Replies: 0
- Views: 106
[2.0.60] non-smart pasting of underground belts
When trying to paste the top row onto a straight line of belt (middle row) going to the same direction, it adds additional underground belts that are absolutely not wanted (bottom row).
07-15-2025, 17-25-19.png
This is just a repro case, what I actually tried to copy&paste made a bit more sense ...
07-15-2025, 17-25-19.png
This is just a repro case, what I actually tried to copy&paste made a bit more sense ...
- Tue Jun 24, 2025 4:22 am
- Forum: Implemented mod requests
- Topic: runtime access to fusion reactor/generator properties
- Replies: 8
- Views: 1001
Re: runtime access to fusion reactor/generator properties
Thanks for adding neighbour_connectable. Unfortunately I still don't have access to fluid usage of fusion reactors, see my last post. Bug or feature request?
- Sat Jun 21, 2025 12:24 pm
- Forum: Not a bug
- Topic: [2.0.57] asteroid collector energy usage spiking
- Replies: 2
- Views: 215
Re: [2.0.57] asteroid collector energy usage spiking
Thanks for the report however this is working as intended. The arms consume power when they start moving towards a chunk and don't constantly draw power while in operation. This is done on purpose to avoid constantly needing to touch the energy source memory and the performance of doing that as it ...
- Sat Jun 21, 2025 11:49 am
- Forum: Not a bug
- Topic: [2.0.57] asteroid collector energy usage spiking
- Replies: 2
- Views: 215
[2.0.57] asteroid collector energy usage spiking
06-21-2025, 13-46-05.png
This is the energy consumption of a single asteroid collector. Looks to me as if the arm's energy is only consumed for a single tick, even though it is moving all the time.
Expected behavior: If there is enough power, the arm should consume the max power for the whole ...
This is the energy consumption of a single asteroid collector. Looks to me as if the arm's energy is only consumed for a single tick, even though it is moving all the time.
Expected behavior: If there is enough power, the arm should consume the max power for the whole ...
- Sat Jun 21, 2025 10:00 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.57] Collected asteroid chunks missing from production statistics
- Replies: 1
- Views: 436
[2.0.57] Collected asteroid chunks missing from production statistics
I was testing some asteroid collector setups and was surprised to see that the collected chunks are completely missing from the production side of the statistics. I'd really expect this to be in line with mining drills and agricultural towers, where the generated resources appears in the production ...
- Fri Jun 20, 2025 5:50 am
- Forum: Documentation Improvement Requests
- Topic: Improve runtime docs of TriggerEffectItem
- Replies: 0
- Views: 133
Improve runtime docs of TriggerEffectItem
Please take a look at TriggerEffectItem .
It is lacking all the extra fields that exist depending on the type, which are well documented for prototype stage. I don't know whether it's worth duplicating all that information, but it means that working with these in runtime stage currently doesn't ...
It is lacking all the extra fields that exist depending on the type, which are well documented for prototype stage. I don't know whether it's worth duplicating all that information, but it means that working with these in runtime stage currently doesn't ...
- Fri Jun 20, 2025 5:35 am
- Forum: Implemented mod requests
- Topic: runtime access to fusion reactor/generator properties
- Replies: 8
- Views: 1001
Re: runtime access to fusion reactor/generator properties
Fluid usage is here: https://lua-api.factorio.com/latest/classes/LuaEntityPrototype.html#get_fluid_usage_per_tick
Neighbor connectable I didn't include - what's the point in having it?
Fluid usage works for fusion generator (even though the documentation doesn't say so) but always returns nil ...
- Thu Jun 19, 2025 8:28 pm
- Forum: Modding interface requests
- Topic: LuaItemPrototype::get_module_effects(quality?)
- Replies: 0
- Views: 142
LuaItemPrototype::get_module_effects(quality?)
There is LuaItemPrototype::module_effects , but it is very difficult to properly calculate the effects of a module with given quality due to integer math and rounding going on. This problem got more serious with the addition of QualityPrototype::default_modifier . It's very difficult to reproduce ...
- Thu Jun 19, 2025 8:20 pm
- Forum: Implemented mod requests
- Topic: Reading (fuel) inventory filter of ghosts
- Replies: 1
- Views: 455
Re: Reading (fuel) inventory filter of ghosts
Implemented in 2.0.56 with the addition of LuaEntity::get_inventory_filter
- Thu Jun 19, 2025 8:18 pm
- Forum: Implemented mod requests
- Topic: runtime access to fusion reactor/generator properties
- Replies: 8
- Views: 1001
Re: runtime access to fusion reactor/generator properties
I still can't find these properties:
- FusionReactorPrototype.neighbour_connectable
- FusionReactorPrototype.max_fluid_usage
- Fri Jun 13, 2025 6:16 pm
- Forum: Resolved Requests
- Topic: Outdated information in LuaEntityPrototype.is_building
- Replies: 1
- Views: 315
Outdated information in LuaEntityPrototype.is_building
https://lua-api.factorio.com/latest/cla ... s_building
The list does not contain any of the space age building types, but they are buildings and are accepted by https://lua-api.factorio.com/latest/typ ... Flags.html "buildable-type"
The list does not contain any of the space age building types, but they are buildings and are accepted by https://lua-api.factorio.com/latest/typ ... Flags.html "buildable-type"
- Mon Jun 09, 2025 2:46 pm
- Forum: Implemented mod requests
- Topic: runtime access to asteroid collector arms
- Replies: 1
- Views: 278
runtime access to asteroid collector arms
I'd like to have access to these properties in runtime stage:
https://lua-api.factorio.com/latest/prototypes/AsteroidCollectorPrototype.html#arm_count_base
https://lua-api.factorio.com/latest/prototypes/AsteroidCollectorPrototype.html#arm_count_quality_scaling
https://lua-api.factorio.com/latest ...
https://lua-api.factorio.com/latest/prototypes/AsteroidCollectorPrototype.html#arm_count_base
https://lua-api.factorio.com/latest/prototypes/AsteroidCollectorPrototype.html#arm_count_quality_scaling
https://lua-api.factorio.com/latest ...
- Sun Jun 08, 2025 7:55 am
- Forum: Documentation Improvement Requests
- Topic: TechnologyModifier missing some types/properties
- Replies: 0
- Views: 420
TechnologyModifier missing some types/properties
Take a look at https://lua-api.factorio.com/latest/concepts/TechnologyModifier.html
It's missing many of the new things that came with SpaceAge.
I noticed the lack of quality if type == "unlock-quality" and the lack of space_location if type == "unlock-space-location".
There might be more missing ...
It's missing many of the new things that came with SpaceAge.
I noticed the lack of quality if type == "unlock-quality" and the lack of space_location if type == "unlock-space-location".
There might be more missing ...
- Fri Jun 06, 2025 3:36 pm
- Forum: Implemented mod requests
- Topic: runtime access to fusion reactor/generator properties
- Replies: 8
- Views: 1001
Re: runtime access to fusion reactor/generator properties
I stand corrected, https://lua-api.factorio.com/latest/pro ... ower_input is already available via https://lua-api.factorio.com/latest/cla ... ergy_usage
- Fri Jun 06, 2025 6:21 am
- Forum: Implemented mod requests
- Topic: runtime access to fusion reactor/generator properties
- Replies: 8
- Views: 1001
runtime access to fusion reactor/generator properties
I'd like to have access to these properties in runtime stage:
Fusion Reactor:
https://lua-api.factorio.com/latest/prototypes/FusionReactorPrototype.html#neighbour_connectable
https://lua-api.factorio.com/latest/prototypes/FusionReactorPrototype.html#neighbour_bonus (can probably use the existing ...
Fusion Reactor:
https://lua-api.factorio.com/latest/prototypes/FusionReactorPrototype.html#neighbour_connectable
https://lua-api.factorio.com/latest/prototypes/FusionReactorPrototype.html#neighbour_bonus (can probably use the existing ...
- Tue Jun 03, 2025 9:40 pm
- Forum: Implemented mod requests
- Topic: Reading (fuel) inventory filter of ghosts
- Replies: 1
- Views: 455
Reading (fuel) inventory filter of ghosts
I must be blind, but I can't find a way to read the fuel filter of ghosts. Would be really handy to know for my planned rate-calculator-like mod.
Please add such a method to LuaEntity or make it return semi-functioning LuaInventory instances
Please add such a method to LuaEntity or make it return semi-functioning LuaInventory instances
- Sat May 31, 2025 10:05 am
- Forum: Implemented mod requests
- Topic: runtime access to asteroid dying effects
- Replies: 1
- Views: 471
runtime access to asteroid dying effects
I'd like to have access to this property in runtime stage:
https://lua-api.factorio.com/latest/prototypes/EntityWithHealthPrototype.html#dying_trigger_effect
This is needed to properly calculate where promethium chunks are coming from, because the chunks are not spawning directly. I guess ...
https://lua-api.factorio.com/latest/prototypes/EntityWithHealthPrototype.html#dying_trigger_effect
This is needed to properly calculate where promethium chunks are coming from, because the chunks are not spawning directly. I guess ...
- Sat May 31, 2025 8:21 am
- Forum: Implemented mod requests
- Topic: runtime access to starter pack surface
- Replies: 1
- Views: 495
runtime access to starter pack surface
I'd like to have access to this property in runtime stage:
https://lua-api.factorio.com/latest/prototypes/SpacePlatformStarterPackPrototype.html#surface
This is needed when calculating the game progression. I can read the surface from an existing space platform, but I can't know which surface ...
https://lua-api.factorio.com/latest/prototypes/SpacePlatformStarterPackPrototype.html#surface
This is needed when calculating the game progression. I can read the surface from an existing space platform, but I can't know which surface ...
- Sat May 31, 2025 3:45 am
- Forum: Implemented mod requests
- Topic: runtime access to UtilityConstants.rocket_lift_weight
- Replies: 4
- Views: 722
Re: runtime access to UtilityConstants.rocket_lift_weight
Please note that my request is not for having per-prototype rocket lift weights, but for having the one rocket lift weight available in runtime stage (without resorting to smuggling arbitrary data from data stage). Related, but still completely different.