Search found 212 matches
- Mon Dec 22, 2025 10:20 am
- Forum: Modding interface requests
- Topic: CustomTooltipField sections
- Replies: 1
- Views: 101
- Sat Dec 20, 2025 5:09 pm
- Forum: Modding interface requests
- Topic: Make EntityPrototype.tile_buildability_rules also search entity collision masks
- Replies: 2
- Views: 190
Re: Make EntityPrototype.tile_buildability_rules also search entity collision masks
Not sure if this would be fitting for tile buildability rules, but having a similar way to restrict placement based on entities around would be handy, especially for showing the valid placement spots to the user as highlighting entities green/red based on cursor position isn't something mods can do
- Mon Dec 15, 2025 9:00 am
- Forum: Resolved for the next release
- Topic: [2.0.72] Crash on mod error
- Replies: 1
- Views: 292
[2.0.72] Crash on mod error
- Get this mod:
- Create new world
- /cheat all
- Build a construction robot while holding shift (ghost build)
- Mod error occurs
- Press confirm
Game crashes.
- /cheat all
- Build a construction robot while holding shift (ghost build)
- Mod error occurs
- Press confirm
Game crashes.
- Sat Dec 13, 2025 1:46 pm
- Forum: Modding help
- Topic: why order_upgrade sometime refuse to accept request ?
- Replies: 3
- Views: 304
Re: why order_upgrade sometime refuse to accept request ?
okay so for weird reason if entity that you want to order_upgrade is hidden in his prototype it's doesn't accept order_upgrade.... is this a bug :lol: that very annoying, order_upgrade is so much convenient then destroy and create.
[2.0.72] order_upgrade doesn't accept to be used on hidden ...
- Sat Dec 13, 2025 6:38 am
- Forum: Modding help
- Topic: How to hide entity in tool info for mined by
- Replies: 2
- Views: 155
Re: How to hide entity in tool info for mined by
There is a "not-in-made-in" flag https://lua-api.factorio.com/latest/typ ... Flags.html
But not sure if it works for Mined by too. But also, hidden drills probably shouldn't show up there and this could be a bug
But not sure if it works for Mined by too. But also, hidden drills probably shouldn't show up there and this could be a bug
- Fri Dec 12, 2025 12:27 am
- Forum: Fixed for 2.1
- Topic: [Genhis][2.0.72] Parts of other textures in the atlas render when rendering a different texture
- Replies: 4
- Views: 414
Re: [Genhis][2.0.72] Parts of other textures in the atlas render when rendering a different texture
Thank you, seems like a short list but will note for the future
- Thu Dec 11, 2025 9:04 pm
- Forum: Fixed for 2.1
- Topic: [Genhis][2.0.72] Parts of other textures in the atlas render when rendering a different texture
- Replies: 4
- Views: 414
Re: [Genhis][2.0.72] Parts of other textures in the atlas render when rendering a different texture
Thank you! I assume this is an issue specific to FluidStreamPrototype or can it happen with other animations too?Genhis wrote: Thu Dec 11, 2025 11:31 am Thanks for the report, this is fixed for 2.1. In the meantime, make sure all your layers have the same frame dimensions to work around this issue.
- Wed Dec 10, 2025 5:38 pm
- Forum: Modding interface requests
- Topic: Better support for "wind"
- Replies: 1
- Views: 202
Re: Better support for "wind"
With some recent features, you can make a solar panel with performance tied to a surface property https://lua-api.factorio.com/latest/pro ... t_property and then update the surface property at runtime, without having to iterate over all entities
- Tue Dec 09, 2025 11:31 pm
- Forum: Modding help
- Topic: Get mouse position each frame?
- Replies: 1
- Views: 168
Re: Get mouse position each frame?
There is no way to get mouse position apart from certain events as mouse position is not part of game state, and as such is not available to mods.
You can look at how https://mods.factorio.com/mod/Tapeline does it, which seems to be using a selection tool and area from event such as this https://lua ...
You can look at how https://mods.factorio.com/mod/Tapeline does it, which seems to be using a selection tool and area from event such as this https://lua ...
- Tue Dec 09, 2025 2:14 am
- Forum: Fixed for 2.1
- Topic: [Genhis][2.0.72] Parts of other textures in the atlas render when rendering a different texture
- Replies: 4
- Views: 414
[Genhis][2.0.72] Parts of other textures in the atlas render when rendering a different texture
With this mod: repair-spray_1.0.0.zip
When firing the repair gun, the stream texture renders parts that shouldn't be there
изображение.png
And it looks like its related to how the textures are arranged in the atlas
изображение.png
With no other mods, in the attached save, it looks like this to ...
When firing the repair gun, the stream texture renders parts that shouldn't be there
изображение.png
And it looks like its related to how the textures are arranged in the atlas
изображение.png
With no other mods, in the attached save, it looks like this to ...
- Mon Dec 08, 2025 2:05 am
- Forum: Modding help
- Topic: Is it possible to rename a mod, but retain storage data?
- Replies: 4
- Views: 314
Re: Is it possible to rename a mod, but retain storage data?
It is not possible directly, and you usually don't need to rename a mod's internal name. You can change the displayed name instead.
But if you want to transfer storage data, you'll have to do it manually since you can only write files, but not read them. You can copy-paste the contents or rename the ...
But if you want to transfer storage data, you'll have to do it manually since you can only write files, but not read them. You can copy-paste the contents or rename the ...
- Mon Dec 08, 2025 1:09 am
- Forum: Fixed for 2.1
- Topic: [2.0.72] vehicle_friction_modifier has incorrect tooltip
- Replies: 1
- Views: 161
[2.0.72] vehicle_friction_modifier has incorrect tooltip
- Download the following mod:
https://forums.factorio.com/download/file.php?mode=view&id=109356
- Look at "Repair spray" ammo item tooltip.
- Vehicle fricition is not displayed, and instead Vehicle speed, which is not defined, is displayed as 100%
https://forums.factorio.com/download/file.php?mode ...
https://forums.factorio.com/download/file.php?mode=view&id=109356
- Look at "Repair spray" ammo item tooltip.
- Vehicle fricition is not displayed, and instead Vehicle speed, which is not defined, is displayed as 100%
https://forums.factorio.com/download/file.php?mode ...
- Mon Dec 08, 2025 1:02 am
- Forum: Fixed for 2.1
- Topic: [2.0.72] Heal tooltip has erroneous minus sign
- Replies: 1
- Views: 199
[2.0.72] Heal tooltip has erroneous minus sign
- Download the following mod:
repair-gun_0.1.0.zip
- Look at "Repair spray" ammo item tooltip.
- Damage is displayed as "Heal: -120/s Healing", while it should be "Heal: 120/s Healing"
изображение.png
The trigger effect is defined like this in data.lua:214
{
type = "damage",
damage ...
repair-gun_0.1.0.zip
- Look at "Repair spray" ammo item tooltip.
- Damage is displayed as "Heal: -120/s Healing", while it should be "Heal: 120/s Healing"
изображение.png
The trigger effect is defined like this in data.lua:214
{
type = "damage",
damage ...
- Mon Dec 08, 2025 12:27 am
- Forum: Bug Reports
- Topic: [2.0.72] Piercing Power tooltip item has incorrect capitalization
- Replies: 0
- Views: 141
[2.0.72] Piercing Power tooltip item has incorrect capitalization
It should be "Piercing power" instead of "Piercing Power"
- Sun Dec 07, 2025 8:40 pm
- Forum: Modding help
- Topic: Ways to know when remote control window (map) is open or closed
- Replies: 2
- Views: 188
Re: Ways to know when remote control window (map) is open or closed
Switching to remote view puts the player in a different controller. It also raises an event on_player_controller_changed
- Sun Dec 07, 2025 5:36 am
- Forum: Modding help
- Topic: I would like flame turrets to catch on fire and then explode.
- Replies: 1
- Views: 202
Re: I would like flame turrets to catch on fire and then explode.
You can make flamethrower turrets heal biters instead of damaging them
. Technically also not a nerf since they'll be able to heal buildings if they're near biters
- Sat Dec 06, 2025 9:55 pm
- Forum: Modding interface requests
- Topic: fast_replace argument for can_place_entity
- Replies: 0
- Views: 155
fast_replace argument for can_place_entity
Currently, calling LuaSurface.can_place_entity returns true if an entity can be placed by fast-replacing even if it can't be placed normally.
For example, a call to can_place_entity to place a wooden chest over an iron chest returns true, even though they collide.
изображение.png
What i'm doing in ...
For example, a call to can_place_entity to place a wooden chest over an iron chest returns true, even though they collide.
изображение.png
What i'm doing in ...
- Sat Nov 29, 2025 9:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.21] Pausing while hovering over GPS rich text obstructs the menu
- Replies: 2
- Views: 559
Re: [2.0.21] Pausing while hovering over GPS rich text obstructs the menu
Don't know what and when changed, but this doesn't seem to happen anymore in 2.0.72 and the preview window disappears when pause menu is opened
- Sun Nov 23, 2025 7:32 am
- Forum: Documentation Improvement Requests
- Topic: EntityPrototype::sticker_box description
- Replies: 0
- Views: 168
EntityPrototype::sticker_box description
https://lua-api.factorio.com/latest/pro ... ticker_box says "currently only used for units", however it is, at the very least, also used on characters and spider-vehicles, and probably cars since they also support stickers. That line should probably be removed
- Wed Nov 12, 2025 6:05 am
- Forum: Modding interface requests
- Topic: tooltip_path in LuaGuiElement.add to show vanilla tooltips
- Replies: 2
- Views: 1480
Re: tooltip_path in LuaGuiElement.add to show vanilla tooltips
This has been implemented as https://lua-api.factorio.com/latest/cla ... em_tooltip in factorio 1.1.101