Since game.tick is represented in the API as being 64-bit, and I've been told that the tick count is never intentionally truncated to 32-bits before being passed to events, all mentions of the "tick" field here and here should say that they're using the uint64 type.
The reason that I even thought ...
Search found 26 matches
- Fri Mar 13, 2026 5:37 pm
- Forum: Documentation Improvement Requests
- Topic: EventData "tick" field should be uint64 type
- Replies: 4
- Views: 257
- Wed Mar 04, 2026 6:20 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.21] Right click deconstruct not consistent
- Replies: 3
- Views: 1028
Re: [2.0.21] Right click deconstruct not consistent
+1
I would like to be able to pick up buildings / order deconstruction on individual entities when holding a blueprint in the cursor.
I would like to be able to pick up buildings / order deconstruction on individual entities when holding a blueprint in the cursor.
- Mon Mar 02, 2026 9:17 pm
- Forum: Bug Reports
- Topic: [2.0.76] elem_tooltip inside simulation appears next to system cursor, and can crash
- Replies: 0
- Views: 153
[2.0.76] elem_tooltip inside simulation appears next to system cursor, and can crash
I'm using Linux on the Wayland renderer if this matters.
Load the game with this debug mod and load any game world:
zzz-ShempDebug_0.1.0.zip
Two new Tips & Tricks items are added at the top of the list. In both, the simulation adds a LuaGuiElement to the top-left corner which has an elem ...
Load the game with this debug mod and load any game world:
zzz-ShempDebug_0.1.0.zip
Two new Tips & Tricks items are added at the top of the list. In both, the simulation adds a LuaGuiElement to the top-left corner which has an elem ...
- Sun Mar 01, 2026 1:59 pm
- Forum: Assigned
- Topic: [Genhis][2.0.69] inserter with fluid power source is not flippable
- Replies: 1
- Views: 1015
Re: [Genhis][2.0.69] inserter with fluid power source is not flippable
I believe this also affects labs, radars and mining drills.
Presumably this restriction somehow stems from the pumpjack not being flippable, but I can't find the code in the pumpjack prototype which specifies it should not be flippable. Does the game automatically forbid flipping on fluidboxes it ...
Presumably this restriction somehow stems from the pumpjack not being flippable, but I can't find the code in the pumpjack prototype which specifies it should not be flippable. Does the game automatically forbid flipping on fluidboxes it ...
- Thu Feb 26, 2026 6:01 pm
- Forum: Not a bug
- Topic: [2.0.47] Spidertron icons harder to see on map than tanks due to red/green overlay behaving differently for them
- Replies: 4
- Views: 954
Re: [2.0.47] Spidertron icons harder to see on map than tanks due to red/green overlay behaving differently for them
I was going to make my own thread when I searched and found this one, so I'll add some useful information:
Changing the minimap_representation of the car like so causes its icon to be obscured by the logistics system zone:
data.raw.car.car.minimap_representation = data.raw["spider-vehicle ...
Changing the minimap_representation of the car like so causes its icon to be obscured by the logistics system zone:
data.raw.car.car.minimap_representation = data.raw["spider-vehicle ...
- Tue Feb 24, 2026 1:53 pm
- Forum: Modding interface requests
- Topic: Read-only access to files inside active mods
- Replies: 9
- Views: 800
Re: Read-only access to files inside active mods
For the usecases listed here, it sounds better to me to expose that specific information (add mod thumbnail to SpritePath and so on), since we prefer higher level apis over lower level access.
I did consider making a request just to convert mods["base"] into a table. But this would break any ...
- Sat Feb 21, 2026 12:31 am
- Forum: Modding interface requests
- Topic: "Context" for selected_prototype in custom-inputs
- Replies: 3
- Views: 1381
Re: "Context" for selected_prototype in custom-inputs
Unfortunately that information simply isn't known and I can't see any viable way to get it with how the logic works now.
Is this still true in Factorio 2.0? I was considering making a suggestion for SelectedSlotData which would accompany SelectedPrototypeData in CustomInput events, to let the ...
- Thu Feb 19, 2026 12:42 pm
- Forum: Modding interface requests
- Topic: Read-only access to files inside active mods
- Replies: 9
- Views: 800
Re: Read-only access to files inside active mods
I might be making this all up because I can't find the official documentation anywhere, but I remember reading that mods which only contain scenarios or localisation files are not required to be loaded by all players .
If this were true, that would mean it's currently possible to cause a desync ...
If this were true, that would mean it's currently possible to cause a desync ...
- Wed Feb 18, 2026 4:56 pm
- Forum: Modding interface requests
- Topic: Prerequisite technology trigger
- Replies: 0
- Views: 272
Prerequisite technology trigger
This would be a simple new type of trigger: PrerequisiteTechnologyTrigger , which only has type = "prerequisite" in its table.
Technologies with this trigger would automatically be completed for free when the final prerequisite is completed. If it's defined with an empty/nil prerequisites array, or ...
Technologies with this trigger would automatically be completed for free when the final prerequisite is completed. If it's defined with an empty/nil prerequisites array, or ...
- Tue Feb 17, 2026 7:22 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Incorrect description when viewing a driven vehicle remotely
- Replies: 4
- Views: 683
Re: [2.0.72] Incorrect description when viewing a driven vehicle remotely
I was about to post this as a bug report when I found that this thread already existed.
What the OP is alluding to is not that you should be able to control the vehicle, but that the wording on the description is incorrect.
It should instead say this when a player is physically inside the vehicle ...
What the OP is alluding to is not that you should be able to control the vehicle, but that the wording on the description is incorrect.
It should instead say this when a player is physically inside the vehicle ...
- Fri Feb 13, 2026 4:31 pm
- Forum: Modding interface requests
- Topic: Read-only access to files inside active mods
- Replies: 9
- Views: 800
Re: Read-only access to files inside active mods
Thinking more about Rseding's question (reading in binary mode vs text mode), these are the main things I'd like to use these functions for:
Parsing JSON data from a file, or parsing other kinds of text file (e.g. locale files)
Checking if a certain asset is present (an image or sound file) and ...
Parsing JSON data from a file, or parsing other kinds of text file (e.g. locale files)
Checking if a certain asset is present (an image or sound file) and ...
- Fri Feb 13, 2026 4:02 pm
- Forum: Modding interface requests
- Topic: Read-only access to files inside active mods
- Replies: 9
- Views: 800
Re: Read-only access to files inside mods
So functionally making “require” for non lua files and having it return them as a binary blob (string).
Yes that sounds correct, but it would work on any file (including LUA files). My reasoning is, if it's safe to run require on these files, why isn't it safe to run read_file ?
I don't know if ...
- Fri Feb 13, 2026 3:02 pm
- Forum: Modding interface requests
- Topic: Read-only access to files inside active mods
- Replies: 9
- Views: 800
Re: Read-only access to files inside mods
Crucially, these functions have exactly the same restrictions as require , except it works on all filenames not just LUA files. You can't use them for files in script-output etc. require currently doesn't break determinism, so neither should these functions.
It's only supposed to work on files ...
- Fri Feb 13, 2026 2:30 pm
- Forum: Modding interface requests
- Topic: Read-only access to files inside active mods
- Replies: 9
- Views: 800
Read-only access to files inside active mods
Sorry if this is an exhausted topic, I did try using search and I couldn't find a thread that was exactly the same.
I'm suggesting two functions for LuaHelpers, and they would probably only work in the Prototype stage:
file_exists : Returns true if the filepath contains a file.
read_file ...
I'm suggesting two functions for LuaHelpers, and they would probably only work in the Prototype stage:
file_exists : Returns true if the filepath contains a file.
read_file ...
- Thu Feb 12, 2026 4:48 pm
- Forum: Ideas and Suggestions
- Topic: Split Recycling from the Quality mod
- Replies: 3
- Views: 399
Re: Split Recycling from the Quality mod
Because this is how the DLC was designed.
Previously
Ah thanks for the link, I missed that one. This thread is more focused on Recycling being moved out and possibly becoming available to "base". Only one of those posts alludes to the Recycler being split out, so I'll keep this thread ...
- Thu Feb 12, 2026 3:11 pm
- Forum: Ideas and Suggestions
- Topic: Split Recycling from the Quality mod
- Replies: 3
- Views: 399
Split Recycling from the Quality mod
Is there any reason why these two mods are not conceptually separate? I'm getting "I'm insane but also a genius" vibes in my head so I thought I'd put this out to air. I doubt very much that it'll be implemented.
The Recycler item/entity/recipe/technology and the code that generates all of its ...
The Recycler item/entity/recipe/technology and the code that generates all of its ...
- Thu Feb 12, 2026 2:37 pm
- Forum: Ideas and Suggestions
- Topic: Factoriopedia: Add "Pin" button
- Replies: 3
- Views: 850
Re: Factoriopedia: Add "Pin" button
Recently I made the mod Compact Recipe Pins as an attempt to make a "Favourites" system for Factoriopedia.
You press Z when hovering over icons in Factoriopedia (or anywhere else, even Recipe Book!), and it creates GUI pins that link back to Factoriopedia.
If it were implemented into the base game ...
You press Z when hovering over icons in Factoriopedia (or anywhere else, even Recipe Book!), and it creates GUI pins that link back to Factoriopedia.
If it were implemented into the base game ...
- Mon Feb 09, 2026 8:17 pm
- Forum: Implemented mod requests
- Topic: Provide a way to clear LuaPlayer::entity_copy_source
- Replies: 2
- Views: 457
Re: Provide a way to clear LuaPlayer::entity_copy_source
Thanks very much, I wonder if it will be possible to assign entities which don't normally support Copy/Paste. I guess we'll have to wait and see...
Something you may want to test for is that, when a CustomInput is using linked_game_control like mine is doing, the events run in this order:
Mod ...
Something you may want to test for is that, when a CustomInput is using linked_game_control like mine is doing, the events run in this order:
Mod ...
- Sat Feb 07, 2026 7:05 pm
- Forum: Implemented mod requests
- Topic: Provide a way to clear LuaPlayer::entity_copy_source
- Replies: 2
- Views: 457
Provide a way to clear LuaPlayer::entity_copy_source
entity_copy_source is the entity that the player last used Shift+Right-click on to copy its settings. A function to clear this property (i.e. set it back to nil ) would be very nice, if not direct write access.
The motivation for this is my mod Compact Recipe Pins which allows you to create GUI ...
The motivation for this is my mod Compact Recipe Pins which allows you to create GUI ...
- Sat Feb 07, 2026 5:46 pm
- Forum: Fixed for 2.1
- Topic: [2.0.73] Reading elem_tooltip for virtual signal returns invalid table
- Replies: 1
- Views: 257
[2.0.73] Reading elem_tooltip for virtual signal returns invalid table
Sorry, this is a minor annoyance and I wasn't sure how to summarise it in the title. To reproduce:
Start any Factorio game world.
Run these commands:
/c x = game.player.gui.center.add{type = "frame"}; x.style.height = 100; x.style.width = 100
/c x.elem_tooltip = {type = "signal", name = "signal ...
Start any Factorio game world.
Run these commands:
/c x = game.player.gui.center.add{type = "frame"}; x.style.height = 100; x.style.width = 100
/c x.elem_tooltip = {type = "signal", name = "signal ...