Search found 1071 matches
- Tue Mar 10, 2026 11:27 pm
- Forum: 1 / 0 magic
- Topic: [2.0.73] Crash at random only on Windows laptop
- Replies: 3
- Views: 485
Re: [2.0.73] Crash at random only on Windows laptop
Have you tried updating your drivers? It looks like you have 556.08 (August 2025) and going by nvidia drivers website, your card should have 595.79 .
- Sat Mar 07, 2026 4:19 am
- Forum: Modding interface requests
- Topic: Larger map tag icons/text
- Replies: 0
- Views: 212
Larger map tag icons/text
I was asked to look into making map tags larger (the main icon and text) larger. The icons aren't difficult, but changing those alone makes labels tiny. The label text has no configuration and only changing the font can change the size. Changing the font inside the label text causes a mess with ...
- Fri Mar 06, 2026 2:16 am
- Forum: Modding interface requests
- Topic: [2.0.76] Could sprite and animation prototypes be added to prototypes?
- Replies: 2
- Views: 295
[2.0.76] Could sprite and animation prototypes be added to prototypes?
I don't have a good reason but they are missing.
Edit: It does affect on thing: LuaRendering.draw_animation requires the name of an animation prototype, but they're not iterable. draw_sprite is similar.
Edit: It does affect on thing: LuaRendering.draw_animation requires the name of an animation prototype, but they're not iterable. draw_sprite is similar.
- Fri Feb 20, 2026 11:43 pm
- Forum: Documentation Improvement Requests
- Topic: [2.0.75] What can a LuaItemStack.item_number apply to
- Replies: 0
- Views: 228
[2.0.75] What can a LuaItemStack.item_number apply to
https://lua-api.factorio.com/2.0.75/classes/LuaItemCommon.html#item_number
The description "The unique identifier for this item, if any. " Doesn't indicate what does have unique numbers, or under what conditions (like if a tagless item-with-tags doesn't, and when it does have tags, it is unique ...
The description "The unique identifier for this item, if any. " Doesn't indicate what does have unique numbers, or under what conditions (like if a tagless item-with-tags doesn't, and when it does have tags, it is unique ...
- Mon Feb 16, 2026 11:54 pm
- Forum: Modding interface requests
- Topic: Add item_stack to on_mod_item_opened
- Replies: 6
- Views: 410
Add item_stack to on_mod_item_opened
It seems like the event is far less useful without having a specific thing being clicked on. I can understand there being conflicts with fungible items and opening in the hotbar, but if you wanted an item-with-tags, or a specific selection concept, or an item-with-inventory, you can't know which ...
- Thu Jan 01, 2026 1:14 am
- Forum: Modding interface requests
- Topic: Localization for error()
- Replies: 10
- Views: 3203
Re: Localization for error()
Localising startup errors has a problem that locales aren't even loaded until the game is after the data stage (anything but core, presuming). I imagine there might be a lot of front-packing of memory structures relevant to game logic, before loading localisations, which although 'constant', could ...
- Wed Dec 17, 2025 10:55 pm
- Forum: Modding interface requests
- Topic: Increasing the tile rotation "limit"
- Replies: 3
- Views: 489
Re: Increasing the tile rotation "limit"
A side note is tile-rotation is an always-on thing for blueprints. There is "already a problem" where if someone rotates a blueprint with hazard concrete, the lines are now going the "wrong way" and would be out of place, when one only wanted to rotation the position of tiles, not the direction. I ...
- Wed Dec 17, 2025 10:23 pm
- Forum: Modding interface requests
- Topic: Increasing the tile rotation "limit"
- Replies: 3
- Views: 489
Re: Increasing the tile rotation "limit"
Here's a mod which exposes the behavior:
Edit: Also, a second weird note of the behavior is the directions are "restarted" at each tile, so if you copy existing tiles and rotate, they rotate "twice". The directions are sort-of non-linear, that there's no "constant mapping" of direction to tile ...
Edit: Also, a second weird note of the behavior is the directions are "restarted" at each tile, so if you copy existing tiles and rotate, they rotate "twice". The directions are sort-of non-linear, that there's no "constant mapping" of direction to tile ...
- Wed Dec 17, 2025 10:18 pm
- Forum: Modding interface requests
- Topic: Increasing the tile rotation "limit"
- Replies: 3
- Views: 489
Increasing the tile rotation "limit"
Context: I was allow refined-concrete "rotate" through all the colors, to make alternate colors buildable without items.
Collision: The tile can only go through three rotations, because it (from a dev) has rotation cooked into it - north / east / south / west, an unexpected artifact
Recommended ...
Collision: The tile can only go through three rotations, because it (from a dev) has rotation cooked into it - north / east / south / west, an unexpected artifact
Recommended ...
- Tue Dec 09, 2025 4:49 am
- Forum: Modding interface requests
- Topic: Make non-Lua shortcut state readable.
- Replies: 2
- Views: 432
Re: Make non-Lua shortcut state readable.
Can't you just read that from the player's LUAEntity?
allow_dispatching_robots
The character doesn't exist, at least can't be retrieved when, the player is in a vehicle. I haven't checked if the LuaEntity is still valid when the player is in a vehicle, if one had it already. It'd be a little ...
- Sun Dec 07, 2025 9:15 pm
- Forum: Modding interface requests
- Topic: Make non-Lua shortcut state readable.
- Replies: 2
- Views: 432
Make non-Lua shortcut state readable.
There exists what feels like a rather arbitrary limitation, that one can't read "non-Lua" shortcuts toggle state. I'm specifically trying to read the toggle-personal-roboport shortcut, so a player can know if it were accidentally toggled.
Only custom shortcut prototypes with the action type "lua ...
Only custom shortcut prototypes with the action type "lua ...
- Tue Nov 11, 2025 4:07 am
- Forum: Ideas and Suggestions
- Topic: Option to prevent Escape from exiting Map mode
- Replies: 7
- Views: 2456
Re: Option to prevent Escape from exiting Map mode
This topic came up again in a discussion. The idea was to add a separate key for 'exit map/remote view' and make the default "open menu" no longer exit the map. If they're both bound to escape, it is invisible to existing players (as long as exit map overrides open menu, then open menu works on the ...
- Tue Oct 07, 2025 11:01 pm
- Forum: Modding discussion
- Topic: [Research] Quick questions for modders (university seminar)
- Replies: 6
- Views: 1275
Re: [Research] Quick questions for modders (university seminar)
1) I'm not sure if any particularly stood out - I might say Mobile Factory, which I was involved in for a while, which heavily used metatables - an incredibly large amount were running around, nearly everything got one. I think some of the code was inspired from Mining Drones, but there is ...
- Sat Oct 04, 2025 1:03 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.69] on_player_placed_equipment gets cancelled if character is assigned
- Replies: 2
- Views: 2306
[2.0.69] on_player_placed_equipment gets cancelled if character is assigned
What you expected:
1) Multiple equipment gets inserted into armor
2) Changing the character during on_player_placed_equipment does not "cancel" the rest of the events
What happens:
1) Multiple equipment gets inserted into armor
2) Changing the character during on_player_placed_equipment "cancels ...
1) Multiple equipment gets inserted into armor
2) Changing the character during on_player_placed_equipment does not "cancel" the rest of the events
What happens:
1) Multiple equipment gets inserted into armor
2) Changing the character during on_player_placed_equipment "cancels ...
- Mon Jul 21, 2025 11:31 pm
- Forum: Minor issues
- Topic: [2.0.60] Leaving remote map view does not raise on_selected_entity_changed
- Replies: 3
- Views: 944
Re: [2.0.60] Leaving remote map view does not raise on_selected_entity_changed
Thanks for replying. I think watching on_player_controller_changed, in addition, might solve my mod's "issue" then.
- Sat Jul 19, 2025 2:52 pm
- Forum: Minor issues
- Topic: [2.0.60] Leaving remote map view does not raise on_selected_entity_changed
- Replies: 3
- Views: 944
[2.0.60] Leaving remote map view does not raise on_selected_entity_changed
What you expected:
Deselecting an entity always raises on_selected_entity_changed when it's reasonable to do so.
What happens:
It doesn't. The tooltip changes and everything
To reproduce:
/c
script.on_event(defines.events.on_selected_entity_changed, function(event)
game.print(event.tick)
end ...
Deselecting an entity always raises on_selected_entity_changed when it's reasonable to do so.
What happens:
It doesn't. The tooltip changes and everything
To reproduce:
/c
script.on_event(defines.events.on_selected_entity_changed, function(event)
game.print(event.tick)
end ...
- Sun Jun 22, 2025 2:39 am
- Forum: Duplicates
- Topic: [2.0.57] Module effects on recipes, in furnaces, exposes weird 'bug'
- Replies: 2
- Views: 843
Re: [2.0.57] Module effects on recipes, in furnaces, exposes weird 'bug'
Also noting: a recipe which isn't active (the machine isn't crafting but shows the recipe) can have the modules inserted. Only when a recipe is active do the modules refuse to insert.
- Sat Jun 21, 2025 9:36 pm
- Forum: Duplicates
- Topic: [2.0.57] Module effects on recipes, in furnaces, exposes weird 'bug'
- Replies: 2
- Views: 843
[2.0.57] Module effects on recipes, in furnaces, exposes weird 'bug'
Recreation:
Have a recipe which doesn't accept modules, but the furnace does. A simple example:
local steel_recipe = data.raw.recipe["steel-plate"]
steel_recipe.allow_productivity = false
Mod:
furnace_module_oddity_0.0.1.zip
Place modules in a furnace:
weird_modules-2.jpg
Save file ...
Have a recipe which doesn't accept modules, but the furnace does. A simple example:
local steel_recipe = data.raw.recipe["steel-plate"]
steel_recipe.allow_productivity = false
Mod:
furnace_module_oddity_0.0.1.zip
Place modules in a furnace:
weird_modules-2.jpg
Save file ...
- Fri Jun 06, 2025 12:12 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.55] Modding - Non-Square Machines, Fluidbox, Rotation event
- Replies: 6
- Views: 2999
[Lou][2.0.55] Modding - Non-Square Machines, Fluidbox, Rotation event
What you expect:
The machine - non-square (rectangular) crafting machine with fluid_boxes and fluid_boxes_off_when_no_fluid_recipe = true
The machine can be placed, and if you try to rotate it, it doesn't rotate (conventional behavior for assemblers), and does not raise on_player_rotated_entity , or ...
The machine - non-square (rectangular) crafting machine with fluid_boxes and fluid_boxes_off_when_no_fluid_recipe = true
The machine can be placed, and if you try to rotate it, it doesn't rotate (conventional behavior for assemblers), and does not raise on_player_rotated_entity , or ...
- Thu Jun 05, 2025 11:48 pm
- Forum: Modding interface requests
- Topic: Allow 180 rotation of rectangular crafting machines after placement
- Replies: 2
- Views: 1631
Re: Allow 180 rotation of rectangular crafting machines after placement
In 2.0, a setting on assembling-machines was added:
fluid_boxes_off_when_no_fluid_recipe which is default false. By default, a non-square / rectangular assembling machine with fluid boxes can rotate after being placed.
fluid_boxes_off_when_no_fluid_recipe which is default false. By default, a non-square / rectangular assembling machine with fluid boxes can rotate after being placed.