Lua says that if you call `prototype:get_max_wire_distance("normal")` (using ":") then it passes `prototype` as first parameter and "normal" becomes second parameter. Please use correct call (using "."):
prototype.get_max_wire_distance("normal")
In that case you can also not provide quality ...
Search found 4361 matches
- Wed Jan 14, 2026 12:37 pm
- Forum: Modding help
- Topic: Invalid QualityID Error When Calling `get_max_wire_distance()` in Factorio 2.0
- Replies: 2
- Views: 115
- Tue Jan 13, 2026 8:51 am
- Forum: Not a bug
- Topic: [2.0.72] Artillery not firing in part of automatic range
- Replies: 2
- Views: 209
Re: [2.0.72] Artillery not firing in part of automatic range
Not a bug. You have artillery turret at {189, -836} which has "auto targeting" checkbox turned off.
- Sat Jan 10, 2026 9:27 pm
- Forum: Won't implement
- Topic: RecipePrototype, add ProductPrototype functionality to IngredientPrototype to create true catalysts.
- Replies: 6
- Views: 387
Re: RecipePrototype, add ProductPrototype functionality to IngredientPrototype
percent_spoiled - item below X spoilage not accepted.
If an item is inserted into ingredient inventory and then time progresses, based on that rule it would become not acceptable while being in the ingredient inventory. That would require some piece of logic to detect incorrect ingredient and ...
- Sat Jan 10, 2026 7:26 pm
- Forum: Won't implement
- Topic: RecipePrototype, add ProductPrototype functionality to IngredientPrototype to create true catalysts.
- Replies: 6
- Views: 387
Re: RecipePrototype, add ProductPrototype functionality to IngredientPrototype
Sorry but this is not going to happen due to ill-formed interface request, there are not even any example use cases provided that would allow refining this request.
What would "probabiliy" mean? If a probability roll would fail, would that mean the ingredient is not consumed? That would require ...
What would "probabiliy" mean? If a probability roll would fail, would that mean the ingredient is not consumed? That would require ...
- Fri Jan 09, 2026 9:19 am
- Forum: Not a bug
- Topic: Aquilo Exclusive recipes list incomplete
- Replies: 2
- Views: 166
Re: Aquilo Exclusive recipes list incomplete
Since this item can also be crafted on space platforms, it is not exclusive to aquilo. Not a bug.
- Fri Jan 09, 2026 6:24 am
- Forum: Duplicates
- Topic: Spidertron loses equipment when placed by bot from cargo landing pad.
- Replies: 2
- Views: 167
Re: Spidertron loses equipment when placed by bot from cargo landing pad.
Welcome on forums. This is a duplicate of https://forums.factorio.com/118257.
To be more precise why this is not a bug, by pipetting an item and placing ghost you are asking for a plain spidertron to be placed so all equipment of selected item gets removed after placement and moved to storage ...
To be more precise why this is not a bug, by pipetting an item and placing ghost you are asking for a plain spidertron to be placed so all equipment of selected item gets removed after placement and moved to storage ...
- Thu Jan 08, 2026 10:51 am
- Forum: Not a bug
- Topic: [2.0.72] Burner inserter won't fuel with spoilage
- Replies: 9
- Views: 652
Re: [2.0.72] Burner inserter won't fuel with spoilage
Then the resulting spoilage ought to remain in the fuel slot and be used as fuel, rather than being removed from the fuel slot, no?
`pentapod-egg` spoils to trigger (spawns wriggler pentapods), not to an item. Because of that if it spoils while in the fuel inventory, it will leave fuel slot ...
- Wed Jan 07, 2026 9:00 pm
- Forum: Not a bug
- Topic: Pistol recyles into removed recipe's resources
- Replies: 2
- Views: 275
Re: Pistol recyles into removed recipe's resources
I am not considering this to be a bug for 2 reasons: quality upcycling does not matter here since you cannot automate production of base items, and recycling to base ingredients does not make iron or copper unbalanced (does not introduce overpowered recipe that would make other means of obtaining ...
- Wed Jan 07, 2026 7:32 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Fusion Reactor Neighboorhood bonus not displaying correctly above 100%
- Replies: 1
- Views: 260
Re: [2.0.72] Fusion Reactor Neighboorhood bonus not displaying correctly above 100%
Thanks for the report. It looks like the fusion reactor failed to account for neighbour bonus value inside of a tooltip for a built entity. Issue should be now fixed for 2.1.
- Sun Jan 04, 2026 10:56 am
- Forum: Duplicates
- Topic: [2.0.72] Crash force placing blueprint
- Replies: 1
- Views: 152
Re: [2.0.72] Crash force placing blueprint
Managed to reproduce it. 2.0.72
C:\factorio_2_0\src\Entity\Entity.cpp(327): Entity::forceDestroy
C:\factorio_2_0\src\Entity\Entity.cpp(314): Entity::destroy
C:\factorio_2_0\src\GameStateAdapter.cpp(145): GameStateAdapter::destroy
C:\factorio_2_0\src\Blueprint\BlueprintBuilder.cpp(494 ...
C:\factorio_2_0\src\Entity\Entity.cpp(327): Entity::forceDestroy
C:\factorio_2_0\src\Entity\Entity.cpp(314): Entity::destroy
C:\factorio_2_0\src\GameStateAdapter.cpp(145): GameStateAdapter::destroy
C:\factorio_2_0\src\Blueprint\BlueprintBuilder.cpp(494 ...
- Sat Jan 03, 2026 9:46 am
- Forum: Fixed for 2.1
- Topic: [2.0.72] LuaTrain.killed_players doesn't appear to work.
- Replies: 1
- Views: 253
Re: [2.0.72] LuaTrain.killed_players doesn't appear to work.
Thanks for the report. Issue is now fixed for 2.1.
- Sat Jan 03, 2026 5:10 am
- Forum: Modding interface requests
- Topic: Make LuaTrain.kill_count and LuaTrain.killed_players writable
- Replies: 3
- Views: 350
Re: Make LuaTrain.kill_count and LuaTrain.killed_players writable
This interface request as stated right now is a "wont implement" due to implementation details since kill_count and killed_players is not a real thing on a train, it is an aggregate: those values are stored on each rolling stock individually and what LuaTrain provides is sum of those values of all ...
- Fri Jan 02, 2026 8:06 pm
- Forum: 1 / 0 magic
- Topic: [2.0.72] Crash approaching Gleba enemies "double value not in range for fixed point number: nan"
- Replies: 5
- Views: 407
Re: [2.0.72] Crashing when approaching Gleba enemies
Provided reproduction steps do not work for me regardless of using 2.0.72 steam space-age or using 2.0.72 standalone space-age. Given the log file says you have 14700K cpu that is known to be affected by 13th/14th gen raptor lake issues, did you update your bios within the latest 12 months?
- Thu Jan 01, 2026 7:44 pm
- Forum: Modding discussion
- Topic: Error in speaker get_circuit_network? [solved]
- Replies: 2
- Views: 139
Re: Error in speaker get_circuit_network?
Please note that get_circuit_network does not accept defines.wire_type. It takes defines.wire_connector_id.
defines.wire_type.red == 2, defines.wire_type.green == 3.
defines.wire_connector_id.circuit_red == 1, defines.wire_connector_id.circuit_green == 2.
By providing wire_type.red, you get ...
defines.wire_type.red == 2, defines.wire_type.green == 3.
defines.wire_connector_id.circuit_red == 1, defines.wire_connector_id.circuit_green == 2.
By providing wire_type.red, you get ...
- Tue Dec 30, 2025 9:29 am
- Forum: Already exists
- Topic: Support mirroring in create_entity
- Replies: 3
- Views: 343
Re: Support mirroring in create_entity
Looks like there exists "mirror" parameter that is undocumented and works as requested.
- Mon Dec 29, 2025 10:58 pm
- Forum: Fixed for 2.1
- Topic: half used science pack will always be recycled into 100% remains
- Replies: 6
- Views: 1531
Re: half used science pack will always be recycled into 100% remains
call it whatever you want, i say its fixed for 2.1.
- Mon Dec 29, 2025 10:54 pm
- Forum: Technical Help
- Topic: Unable to load save: Corrupt map: unknown quality prototype ID 9
- Replies: 3
- Views: 286
Re: Unable to load save: Corrupt map: unknown quality prototype ID 9
That looks like a bitflip, one of items on a transport line (i was not checking which one) was corrupted as it had quality "9" saved. Happy new year.
- Sun Dec 28, 2025 10:03 am
- Forum: Duplicates
- Topic: item lighting in shadow on vulcanus
- Replies: 1
- Views: 128
- Sat Dec 27, 2025 1:35 pm
- Forum: 1 / 0 magic
- Topic: [2.0.72] Game crashed on exit
- Replies: 1
- Views: 178
Re: [2.0.72] Game crashed on exit
Given that the crash happened inside of a steamclient64.dll, there is nothing to be done on factorio side. Moving this to 1/0 magic.
- Thu Dec 25, 2025 11:46 am
- Forum: Outdated/Not implemented
- Topic: New "total ingredients" mode for selector combinator
- Replies: 6
- Views: 2507
Re: New "total ingredients" mode for selector combinator
No. This would create a lot of problems around items that can be produced by more than one recipe, which is extra fragile when one recipe can be crafted by one machine while other recipe can be crafted by other machine. This suggestion is under-specified and as such is not going to happen. It is ...