I've seen a handful of mod bug reports where a player related event errors on a server, and people struggle to really explain what would have caused it because they aren't sure who caused it.
I'm proposing that for events related to a player (any that have a player_index), the ID and username of ...
Search found 151 matches
- Tue Oct 28, 2025 4:35 am
- Forum: Modding interface requests
- Topic: Include player information in errors
- Replies: 1
- Views: 155
- Tue Oct 28, 2025 12:30 am
- Forum: Documentation Improvement Requests
- Topic: [2.0.72] manually advancing the crafting progress on a quality recipe makes normal quality output
- Replies: 4
- Views: 283
Re: [2.0.72] manually advancing the crafting progress on a quality recipe makes normal quality output
Then this should be moved to Documentation Improvements so we can ask for that to be mentioned.
Something like:
Note: setting a non-zero value while it's zero will start a normal craft free of cost and irrespective of recipe quality. Set result_quality to have another quality result.
I'm not ...
Something like:
Note: setting a non-zero value while it's zero will start a normal craft free of cost and irrespective of recipe quality. Set result_quality to have another quality result.
I'm not ...
- Fri Oct 24, 2025 12:49 am
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 1348
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
I think I'm actively opposed to requiring categories. The vast majority of modders and recipes don't want anything other than the current default behavior (in my opinion).
I don't think modders currently even consider the category unless they specifically want something other than the default. As ...
I don't think modders currently even consider the category unless they specifically want something other than the default. As ...
- Wed Oct 22, 2025 8:33 pm
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 1348
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
I was under the impression that the latter of A was already going to happen (merging the fields).
And I do think I prefer a default of {"crafting"}. My question is, how would it behave if you were to give it {}?
I went and checked the machine, and it errors without any crafting categories, so I ...
And I do think I prefer a default of {"crafting"}. My question is, how would it behave if you were to give it {}?
I went and checked the machine, and it errors without any crafting categories, so I ...
- Wed Oct 22, 2025 6:29 pm
- Forum: Documentation Improvement Requests
- Topic: LuaHelpers Docs only in Runtime Stage
- Replies: 2
- Views: 203
Re: LuaHelpers Docs only in Runtime Stage
It is listed as one of the main global objects on the prototype index
Not sure there's a good way to make them show up in the search..
Not sure there's a good way to make them show up in the search..
- Mon Oct 20, 2025 3:50 am
- Forum: Already exists
- Topic: In-place fast_replace for create_entity
- Replies: 3
- Views: 241
Re: In-place fast_replace for create_entity
If it can be made a "mode" type parameter where you can make it mark the replaced entity for deconstruction instead, then it could be manually destroyed without letting the user (or their bots) have a chance to actually mine it.
This would also be a possible fix for a bad bug I have in my mod that ...
This would also be a possible fix for a bad bug I have in my mod that ...
- Mon Oct 20, 2025 3:40 am
- Forum: Modding interface requests
- Topic: Targeted Fast Replace
- Replies: 1
- Views: 184
Targeted Fast Replace
I currently have a pretty bad bug in the mod Wide Containers . I previously tried 'fixing' one of the causes with a bug report: https://forums.factorio.com/130389
But it's been understandably deemed "not a bug".
Because the actual root of my issue was the LuaSurface::create_entity fast replace ...
But it's been understandably deemed "not a bug".
Because the actual root of my issue was the LuaSurface::create_entity fast replace ...
- Sun Oct 19, 2025 10:19 pm
- Forum: Modding interface requests
- Topic: LuaEntity::inserters (or some such to get all inserters and/or loaders targeting this entity)
- Replies: 7
- Views: 390
Re: LuaEntity::inserters (or some such to get all inserters and/or loaders targeting this entity)
It would require a big warning that they don't update until the inserters themselves update, otherwise I'm confident people would bug report it
(And some probably still will with it, but at just we can tap the sign)
(And some probably still will with it, but at just we can tap the sign)
- Tue Oct 14, 2025 10:57 pm
- Forum: Modding interface requests
- Topic: [Suggestion] Changes to auto recycle
- Replies: 5
- Views: 386
Re: [Suggestion] Changes to auto recycle
As modder you can change recycling recipe generation yourself however you want.
It's not done in game engine, everything (except using specific recipe category) is done in lua.
While it is in Lua, it's not as if you can just change the code from another mod.
You can undo said changes, but we ...
- Tue Oct 14, 2025 9:16 pm
- Forum: Modding interface requests
- Topic: [Suggestion] Changes to auto recycle
- Replies: 5
- Views: 386
Re: [Suggestion] Changes to auto recycle
I personally just wish we could somehow provide/change the second argument to this function call
https://github.com/wube/factorio-data/blob/4dff6a5f3992e3d39a96491aa9d7d4413ab01c85/quality/data-updates.lua#L5
That way if you want non-overwriting behavior you can just add it to your `can_recycle ...
https://github.com/wube/factorio-data/blob/4dff6a5f3992e3d39a96491aa9d7d4413ab01c85/quality/data-updates.lua#L5
That way if you want non-overwriting behavior you can just add it to your `can_recycle ...
- Mon Oct 13, 2025 12:09 pm
- Forum: Resolved Requests
- Topic: Please clarify what can be stored in dictionary objects
- Replies: 8
- Views: 566
Re: Please clarify what can be stored in dictionary objects
I'm not sure where specific valid entries such as day-night-cycle, magnetic-field, solar-power, pressure, and gravity are documented in the API. Also, when looking at other modded planets, it seems possible to define additional attributes such as temperature, but I couldn’t find any mention that ...
- Mon Oct 13, 2025 6:04 am
- Forum: Resolved Requests
- Topic: Please clarify what can be stored in dictionary objects
- Replies: 8
- Views: 566
Re: Please clarify what can be stored in dictionary objects
Doesn't your given example describe what it takes?
https://lua-api.factorio.com/latest/classes/LuaSurfacePrototype.html#surface_properties
10-12-2025, 23-55-41.png
It displays as dictionary[ SurfacePropertyID -> double ] for me
Meaning that the keys are SurfacePropertyID's with their values being ...
https://lua-api.factorio.com/latest/classes/LuaSurfacePrototype.html#surface_properties
10-12-2025, 23-55-41.png
It displays as dictionary[ SurfacePropertyID -> double ] for me
Meaning that the keys are SurfacePropertyID's with their values being ...
- Sun Oct 12, 2025 4:49 am
- Forum: Won't implement
- Topic: Promote Circuit Connections to Base Entity Type
- Replies: 2
- Views: 205
Promote Circuit Connections to Base Entity Type
If you look at the "used in" of the CircuitConnectorDefinition , you see a long list of individual entities implementing the ability to connect a circuit to it.
My hope is to promote that to some baser entity type (probably EntityWithOwner ) so you can make just about any entity connectable to ...
My hope is to promote that to some baser entity type (probably EntityWithOwner ) so you can make just about any entity connectable to ...
- Sun Oct 12, 2025 4:19 am
- Forum: Modding interface requests
- Topic: LuaEntity::inserters (or some such to get all inserters and/or loaders targeting this entity)
- Replies: 7
- Views: 390
Re: LuaEntity::inserters (or some such to get all inserters and/or loaders targeting this entity)
Considering my understanding is that an entity "wakes up" the inserters around it, I would assume this information is already available in some form.
Don't know how convertible to an api field that is though
Don't know how convertible to an api field that is though
- Sat Oct 11, 2025 11:53 pm
- Forum: Bug Reports
- Topic: [2.0.69][Modding] SimulationDefinition::game_view_settings seemingly does nothing
- Replies: 2
- Views: 330
Re: [2.0.69][Modding] SimulationDefinition::game_view_settings seemingly does nothing
Maybe this should be moved to documentation improvements then?Rseding91 wrote: Sat Oct 04, 2025 8:00 pm it looks like currently game view settings only apply if you create a test player through https://lua-api.factorio.com/latest/cla ... est_player
- Sat Sep 27, 2025 4:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.68] LuaRendering::draw_text shows up in fog of war with rich text
- Replies: 1
- Views: 1101
[Genhis][2.0.68] LuaRendering::draw_text shows up in fog of war with rich text
I've gotten a bug report about my mod Biter Memoirs about our LuaRenderObjects showing up in fog of war. With a bit of investigating, I've found it's specifically the use_rich_text option that causes this.
Take this snippet of code, and then hover over an entity near the left edge of fog of war
You ...
Take this snippet of code, and then hover over an entity near the left edge of fog of war
You ...
- Fri Sep 26, 2025 12:21 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.68] CustomTooltipField doesn't show up on Recipes
- Replies: 1
- Views: 953
[2.0.68] CustomTooltipField doesn't show up on Recipes
As the title states, we cannot do custom tooltips on recipes when we can still do localized descriptions (the old method of custom tooltips)
Since it's on the Prototype I would've expected it to work on at least the major four (Items, Entities, Recipes, and Technologies).
I can concede it maybe not ...
Since it's on the Prototype I would've expected it to work on at least the major four (Items, Entities, Recipes, and Technologies).
I can concede it maybe not ...
- Thu Sep 18, 2025 9:32 pm
- Forum: Resolved Requests
- Topic: LuaEntity::mirroring specifics
- Replies: 1
- Views: 435
LuaEntity::mirroring specifics
Boskid recently gave pretty good detail about what exactly it means for an entity to be mirrored
I believe it should make it into the documentation
when i was un-messing the entity flipping logic and mirroring logic (and there as a lot of stuff to un-mess), i came up with following rule that ...
I believe it should make it into the documentation
when i was un-messing the entity flipping logic and mirroring logic (and there as a lot of stuff to un-mess), i came up with following rule that ...
- Thu Sep 18, 2025 9:26 pm
- Forum: Resolved Requests
- Topic: LuaEntity::orientation doesn't mention turrets
- Replies: 2
- Views: 374
Re: LuaEntity::orientation doesn't mention turrets
Oh... I didn't even notice the latest post was recent :P
- Thu Sep 18, 2025 6:06 pm
- Forum: Resolved Requests
- Topic: LuaEntity::orientation doesn't mention turrets
- Replies: 2
- Views: 374
LuaEntity::orientation doesn't mention turrets
I noticed the fact that relative_turret_orientation seems to leave out regular turrets, and then someone shared https://forums.factorio.com/34552 with me
I would assume this is still valid, and if so it should get documented.
Either orientation should expand upon what "smooth orientation" means ...
I would assume this is still valid, and if so it should get documented.
Either orientation should expand upon what "smooth orientation" means ...