https://lua-api.factorio.com/latest/types/LightningProperties.html#exemption_rules
if you set/keep them at nil the game loads up just fine, this leads modders into a false sense of security that they don't have to check if the array exists first.
so it would be nice if they were both marked as ...
Search found 207 matches
- Sun Jun 08, 2025 12:41 pm
- Forum: Documentation Improvement Requests
- Topic: LightningProperties's priority_rules and exemption_rules are not marked optional
- Replies: 0
- Views: 88
- Sat Jun 07, 2025 7:18 pm
- Forum: Not a bug
- Topic: [2.0.55] mod name under installed doesn't match the one under updates
- Replies: 1
- Views: 154
[2.0.55] mod name under installed doesn't match the one under updates
The installed tab shows it localized, whilst the updates tab shows the raw mod name. (the two planet ones are sticking out like a sore thumb)
- Thu Jun 05, 2025 7:28 pm
- Forum: Implemented mod requests
- Topic: GuiAnchor support for ghosts
- Replies: 1
- Views: 226
GuiAnchor support for ghosts
When GuiAnchor was implemented ghost guis weren't a thing yet.
When you use name or names as a filter it'll stop appearing on ghosts even if they share the name, which would require the player to just listen to the gui opened event of that gui type in general and then manually toggling it, which is ...
When you use name or names as a filter it'll stop appearing on ghosts even if they share the name, which would require the player to just listen to the gui opened event of that gui type in general and then manually toggling it, which is ...
- Wed Jun 04, 2025 5:10 pm
- Forum: Ideas and Suggestions
- Topic: Remember the password of the last server you connected to
- Replies: 0
- Views: 244
Remember the password of the last server you connected to
Currently it only remembers it if its the latest played world, i.e. the one shown on the big green button on the menu screen.
Whilst playing online i have to occasionally drop into a local save or just save the server's world to test some stuff, and each time you return you'd have to re-enter the ...
Whilst playing online i have to occasionally drop into a local save or just save the server's world to test some stuff, and each time you return you'd have to re-enter the ...
- Wed Jun 04, 2025 10:53 am
- Forum: Resolved for the next release
- Topic: [2.0.55] sync gui checkboxes modified after downloading starts are ignored
- Replies: 1
- Views: 271
[2.0.55] sync gui checkboxes modified after downloading starts are ignored
- try to open a world
- open the sync and load mods gui
- press the sync button
- uncheck the "load save after sync"
- wait for all the green bars are full
- notice the game restarting and then loading the world
expected behavior: for the checkboxes to either still "work" after clicking the sync ...
- open the sync and load mods gui
- press the sync button
- uncheck the "load save after sync"
- wait for all the green bars are full
- notice the game restarting and then loading the world
expected behavior: for the checkboxes to either still "work" after clicking the sync ...
- Mon Jun 02, 2025 11:19 am
- Forum: Assigned
- Topic: [raiguard][2.0.54] fluids can flow through frozen entities
- Replies: 0
- Views: 277
[raiguard][2.0.54] fluids can flow through frozen entities
Forwarding this here since it got confirmed as a bug, and so i can link to this issue from the elevated pipes mod.
- Sat May 31, 2025 5:27 pm
- Forum: Ideas and Suggestions
- Topic: New mod dependency category to be downloaded by default
- Replies: 9
- Views: 821
- Thu May 29, 2025 5:01 pm
- Forum: Documentation Improvement Requests
- Topic: EntityPrototype::heating_energy
- Replies: 0
- Views: 216
EntityPrototype::heating_energy
It currently has no description, it would be nice if it was documented that this is what controls which entities can freeze or not.
https://lua-api.factorio.com/latest/pro ... ing_energy
https://discord.com/channels/1396775903 ... 7697374328
https://lua-api.factorio.com/latest/pro ... ing_energy
https://discord.com/channels/1396775903 ... 7697374328
- Wed May 28, 2025 11:15 am
- Forum: Resolved Requests
- Topic: Inconsistent use of "count" and "amount" in modding api
- Replies: 4
- Views: 529
Re: Inconsistent use of "count" and "amount" in modding api
isn't the difference generally that one is integer and the other one decimal?
- Tue May 27, 2025 7:28 pm
- Forum: Ideas and Suggestions
- Topic: Change "Cannot be crafted in this machine." message if its due to fluidbox issues
- Replies: 0
- Views: 199
Change "Cannot be crafted in this machine." message if its due to fluidbox issues
TL;DR
It would be nice if recipes that are disabled due to lack of fluid connections say so in their tooltip, just like recipes restricted by surface conditions.
What?
Something like "Cannot be crafted in this machine. There are not enough fluid ports.", but a little bit more snappy than that ...
It would be nice if recipes that are disabled due to lack of fluid connections say so in their tooltip, just like recipes restricted by surface conditions.
What?
Something like "Cannot be crafted in this machine. There are not enough fluid ports.", but a little bit more snappy than that ...
- Tue May 27, 2025 11:17 am
- Forum: Documentation Improvement Requests
- Topic: events raised in on_init get skipped by mods already present on the save
- Replies: 4
- Views: 403
Re: events raised in on_init get skipped by mods already present on the save
Wow that's quite out of sight near the bottom and in a normal font, not used to read the on_load documentation since i know what the event is for, it might be worth moving it to a more visible spot, like right below the lifecycle diagram in a noticable color 
- Tue May 27, 2025 11:06 am
- Forum: Documentation Improvement Requests
- Topic: events raised in on_init get skipped by mods already present on the save
- Replies: 4
- Views: 403
events raised in on_init get skipped by mods already present on the save
I'll post it in documentation improvement requests since it seems just ever so slightly more suitable than calling it a bug due to the lifecycle diagram.
So lets start with probably the most common usecase, tracking data for any/all surfaces within your own mod, this is typically done by going over ...
So lets start with probably the most common usecase, tracking data for any/all surfaces within your own mod, this is typically done by going over ...
- Mon May 26, 2025 9:13 am
- Forum: Resolved Requests
- Topic: Mark some defines.inventory.* as deprecated
- Replies: 1
- Views: 190
Mark some defines.inventory.* as deprecated
Recently we got some new inventory defines like crafter_input in favor of furnace_source & assembling_machine_input, it would be nice if the "deprecated/old" ones were marked as such, with like a strikethrough or in the text description afterwards, something like this perhaps:
- Sun May 25, 2025 8:38 pm
- Forum: Resolved Requests
- Topic: defines.entity_status.broken cannot be set through LuaEntity::status
- Replies: 6
- Views: 575
Re: defines.entity_status.broken cannot be set through LuaEntity::status
Also i found it quite curious that the default custom status for merely container prototypes was added just to support the crash site, i wonder why it doesn't just set the custom status via script as it generates the crash site since i can hardly imagine when someone would want to set a data stage ...
- Thu May 22, 2025 10:34 pm
- Forum: Assigned
- Topic: [GFX] [2.0.51] cryo plant uses the foundry water reflection
- Replies: 0
- Views: 271
- Thu May 22, 2025 9:44 am
- Forum: Ideas and Suggestions
- Topic: Show if a recipe that has spoiling ingredients and spoiling products produces fresh outputs or not in factoriopedia
- Replies: 0
- Views: 170
Show if a recipe that has spoiling ingredients and spoiling products produces fresh outputs or not in factoriopedia
There's no way to tell without using the prototype explorer which ones reset their freshness and which ones inherit the spoil timer.
- Wed May 21, 2025 11:10 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.51] ghost's module requests reset when changing recipe
- Replies: 1
- Views: 685
[2.0.51] ghost's module requests reset when changing recipe
In remote view you can ctrl click modules into an assembler before setting a recipe, when you set the recipe it yeets them even when they're compatible.
- Sun May 18, 2025 1:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.50] selector combinator red input shadow wrong when facing east
- Replies: 1
- Views: 830
[2.0.50] selector combinator red input shadow wrong when facing east
Did not check any of the other 4 orientations and each of the 4 wire connections it can have, but you can clearly see the shadow reaching over the combinator:
- Thu May 15, 2025 1:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.49] disabled_by_script rocket silos still try to fulfill requests
- Replies: 1
- Views: 763
[2.0.49] disabled_by_script rocket silos still try to fulfill requests
When you disable a rocket silo by script it'll still allows the silo to receive a new robot delivery order as well as trying to launch when in automated mode.
In alt mode you can see that in both instances the items move to the cargo pod of the rocket but then it just stays there, and the platforms ...
In alt mode you can see that in both instances the items move to the cargo pod of the rocket but then it just stays there, and the platforms ...
- Wed May 14, 2025 11:57 am
- Forum: Not a bug
- Topic: [2.0.49] hard crash to desktop when creating & raising entity in entity created events
- Replies: 4
- Views: 323
Re: [2.0.49] hard crash to desktop when creating & raising entity in entity created events
Can't it crash to the menu instead of violently exiting the entire application?