Search found 64 matches
- Wed Nov 05, 2025 6:21 pm
- Forum: Modding interface requests
- Topic: Upgrade Planner Compatibility with Modded Rolling Stock
- Replies: 1
- Views: 95
Upgrade Planner Compatibility with Modded Rolling Stock
Rolling stock are currently not compatible with the upgrade planner. As a result, it takes a lot of manual effort (or a hackey mod, like the old Train Upgrader) to upgrade existing train systems to use compatible modded trains. This makes many modded trains less desirable, as people will unlock ...
- Thu Oct 30, 2025 5:13 pm
- Forum: Documentation Improvement Requests
- Topic: on_player_banned nil player_index
- Replies: 5
- Views: 338
Re: on_player_banned nil player_index
My mistake. I intended to post this in the API documentation request forum. I only noticed when Curiosity mentioned.
Could a moderator help me out by moving this thread to the doc request forum? EDIT: ty, mod
- Thu Oct 30, 2025 1:42 am
- Forum: Documentation Improvement Requests
- Topic: on_player_banned nil player_index
- Replies: 5
- Views: 338
Re: on_player_banned nil player_index
The main thing is: Since I don’t play multiplayer, I did not understand in what situation it could even be nil.
I can put in my own nil checks since it is listed as int or nil. But I still wouldn’t know what situations are getting caught in that nil check.
It may make sense to specify in the main ...
I can put in my own nil checks since it is listed as int or nil. But I still wouldn’t know what situations are getting caught in that nil check.
It may make sense to specify in the main ...
- Wed Oct 29, 2025 8:33 pm
- Forum: Documentation Improvement Requests
- Topic: on_player_banned nil player_index
- Replies: 5
- Views: 338
on_player_banned nil player_index
I just got a crash from not understanding how this event fully works. Specifically, could this be added to the documentation for “player_index” in “on_player_banned”
“Index of the banned LuaPlayer. Is nil if the banned username isn’t tied to a player that ever joined the game.”
My own lack of ...
“Index of the banned LuaPlayer. Is nil if the banned username isn’t tied to a player that ever joined the game.”
My own lack of ...
- Fri Oct 24, 2025 4:13 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Holmium solution's base_color is incorrectly defined
- Replies: 3
- Views: 529
Re: [2.0.72] Holmium solution's base_color is incorrectly defined
I cannot unsee this, and it makes me irrationally displeased.
- Wed Oct 22, 2025 7:51 pm
- Forum: Documentation Improvement Requests
- Topic: LuaHelpers Docs only in Runtime Stage
- Replies: 2
- Views: 203
Re: LuaHelpers Docs only in Runtime Stage
It’s still strange that you can see it in the Runtime docs under that search, but not from Prototype stage.
I may be proposing the wrong fix, but I do believe that the current placement is not consistent.
I may be proposing the wrong fix, but I do believe that the current placement is not consistent.
- Tue Oct 21, 2025 10:03 pm
- Forum: Not a bug
- Topic: [2.0.69] Module Upgrade planner does not respect "not-upgradable" Flag
- Replies: 1
- Views: 165
[2.0.69] Module Upgrade planner does not respect "not-upgradable" Flag
My mod makes invisible beacons with the "not-upgradable" and "not-selectable-in-game" entity flags. However, an upgrade planner can still select it and add modules to it. This video was sent to me in a bug report: https://streamable.com/6asdpd
To reproduce, make an entity with the "not-upgradable ...
To reproduce, make an entity with the "not-upgradable ...
- Tue Oct 21, 2025 8:35 pm
- Forum: Documentation Improvement Requests
- Topic: LuaHelpers Docs only in Runtime Stage
- Replies: 2
- Views: 203
LuaHelpers Docs only in Runtime Stage
LuaHelpers currently has an entry in Runtime stage docs. This entry correctly declares the helpers object as available in prototype stage.
Problem: helpers can NOT be revealed when searching for LuaHelpers/Helper/etc in Prototype Stage nor Auxiliary docs.
Please link it in the other stages OR just ...
Problem: helpers can NOT be revealed when searching for LuaHelpers/Helper/etc in Prototype Stage nor Auxiliary docs.
Please link it in the other stages OR just ...
- Fri Sep 26, 2025 5:38 pm
- Forum: Not a bug
- Topic: [2.0.66] Belt dragging cancels rotations
- Replies: 3
- Views: 522
Re: [2.0.66] Belt dragging cancels rotations
Thank you for the response.
If you want to rotate the entities, please do so in a different event.
What event would you suggest? I agree that it is best if our mod avoids modifying entities until the engine is done modifying them.
I do not see other promising events in the Event Tracer mod ...
If you want to rotate the entities, please do so in a different event.
What event would you suggest? I agree that it is best if our mod avoids modifying entities until the engine is done modifying them.
I do not see other promising events in the Event Tracer mod ...
- Tue Sep 23, 2025 2:03 pm
- Forum: Ideas and Suggestions
- Topic: Spoilage percentage filtration
- Replies: 21
- Views: 11400
Re: Freshness filtering suggestion
Then I humbly request the global moderator to merge threads.
- Tue Sep 23, 2025 1:54 pm
- Forum: Ideas and Suggestions
- Topic: Multi Filter Splitters
- Replies: 0
- Views: 195
Multi Filter Splitters
Proposal
Splitters allowing multiple item filters at once.
Use Case
This would be useful for splitting sushi into separate sushi belts, especially in cases like Fulgora, space, or quality setups.
It seems doable, but may be challenging to do performantly. Just putting it out there. Note ...
Splitters allowing multiple item filters at once.
Use Case
This would be useful for splitting sushi into separate sushi belts, especially in cases like Fulgora, space, or quality setups.
It seems doable, but may be challenging to do performantly. Just putting it out there. Note ...
- Tue Sep 23, 2025 1:45 pm
- Forum: Ideas and Suggestions
- Topic: Spoilage percentage filtration
- Replies: 21
- Views: 11400
Re: Freshness filtering suggestion
+1
Specifically for splitters. This would be useful on Gleba to divert items that should be taken out of circulation instead of crafting with them.
Specifically for splitters. This would be useful on Gleba to divert items that should be taken out of circulation instead of crafting with them.
- Sat Sep 20, 2025 4:00 pm
- Forum: Not a bug
- Topic: [2.0.66] Belt dragging cancels rotations
- Replies: 3
- Views: 522
[2.0.66] Belt dragging cancels rotations
This feels like a niche edge case, but the spirit of Bilka compels me to report it.
The Bug
In an on_built_entity event callback: if entity.direction == defines.direction.west then entity.rotate{by_player=player_index} end
Boot up a new sandbox save. Cheats on.
Put a stack of belts AND the ...
The Bug
In an on_built_entity event callback: if entity.direction == defines.direction.west then entity.rotate{by_player=player_index} end
Boot up a new sandbox save. Cheats on.
Put a stack of belts AND the ...
- Thu Sep 11, 2025 7:51 pm
- Forum: 1 / 0 magic
- Topic: [2.0.66] Crash/ScreenFreeze on startup
- Replies: 3
- Views: 413
Re: [2.0.66] Crash/ScreenFreeze on startup
Sorry, but I have no idea how to reproduce this error reliably. This is like the 4th time this happens to me since May. So it isn't a total anomaly, but it is very sporadic.
I only ever noticed this being an issue when I started modding, and having VScode open with mod files (and I was not writing ...
I only ever noticed this being an issue when I started modding, and having VScode open with mod files (and I was not writing ...
- Thu Sep 11, 2025 4:22 pm
- Forum: 1 / 0 magic
- Topic: [2.0.66] Crash/ScreenFreeze on startup
- Replies: 3
- Views: 413
[2.0.66] Crash/ScreenFreeze on startup
I was working on my mod development. When I booted up factorio, during data stage, my whole screen straight up froze, l then turned black. I had a youtube music video in the background, and it kept making sound for several minutes until it finished while everything was black. Factorio music does not ...
- Fri Sep 05, 2025 7:56 pm
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 43126
Re: Ban quality modules from asteroid crushers
-1
Space casinos are a good addition to the game because it reduces the number of duplicate washing setups you make across the run. If you think banning space casinos is going to make people switch to complex upcycling of iron or Fulgoran scrap, you are extremely mistaken. The meta is going to be ...
Space casinos are a good addition to the game because it reduces the number of duplicate washing setups you make across the run. If you think banning space casinos is going to make people switch to complex upcycling of iron or Fulgoran scrap, you are extremely mistaken. The meta is going to be ...
- Wed Sep 03, 2025 9:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.52] Super forced build from clipboard not generate enough events
- Replies: 6
- Views: 2264
Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events
I’m still feeling side effects from workarounds to this bug. I’d like to link the accidental duplicate bug report that I made for this: viewtopic.php?p=674604#p674604
I hope the alternate account for the reproduction (with videos) helps find a solution.
I hope the alternate account for the reproduction (with videos) helps find a solution.
- Sun Aug 31, 2025 3:15 pm
- Forum: Modding interface requests
- Topic: Plant Harvesting Productivity Modifier
- Replies: 3
- Views: 520
Plant Harvesting Productivity Modifier
The Problem
In Space Age, any resource gathered from AgricultureTower gets really screwed relative to resources that are mined due to ballistically high mining productivity.
Example: On Gleba, you need 20 chunks of farm for a stacked green belt of fruit, and that needs to compete with a single ...
In Space Age, any resource gathered from AgricultureTower gets really screwed relative to resources that are mined due to ballistically high mining productivity.
Example: On Gleba, you need 20 chunks of farm for a stacked green belt of fruit, and that needs to compete with a single ...
- Fri Aug 29, 2025 7:13 pm
- Forum: Documentation Improvement Requests
- Topic: How to Compose Good NoiseExpression / probability_expression
- Replies: 2
- Views: 547
Re: How to Compose Good NoiseExpression / probability_expression
I have. The issue is that they are fairly complex OR behind functions of functions of functions of functions across files. I just don't understand the process by looking at the finished product. Maybe I'm just bad, but I have no idea how this places rocks:
autoplace =
{
control = "rocks",
order ...
autoplace =
{
control = "rocks",
order ...
- Fri Aug 29, 2025 5:02 pm
- Forum: Documentation Improvement Requests
- Topic: How to Compose Good NoiseExpression / probability_expression
- Replies: 2
- Views: 547
How to Compose Good NoiseExpression / probability_expression
One thing that has always sucked for me is figuring out map generation. The documentation currently explains how each variable works, and how you're supposed to put things in (https://lua-api.factorio.com/latest/types/NoiseExpression.html). The thing I really struggled with was:
"How do I compose ...
"How do I compose ...