Starting the game with most launch options in versions 2.0.71 and below creates a config.ini file when none existed. This could be used to programmatically get the default configuration for newer versions.
Now in 2.0.72, a configuration file isn't created until the player changes a setting. Even ...
Search found 72 matches
- Sat Nov 08, 2025 7:36 pm
- Forum: Resolved for the next release
- Topic: [2.0.72] doesn't create default config.ini
- Replies: 1
- Views: 238
- Thu Nov 06, 2025 3:37 pm
- Forum: Not a bug
- Topic: [2.0.69] Non-functional inserter loaded silo blocks bot silos from fulfilling a ship request
- Replies: 4
- Views: 449
Re: [2.0.69] Non-functional inserter loaded silo blocks bot silos from fulfilling a ship request
In my opinion this is not a bug.
If I have a dedicated roket silo that's being inserter loaded I expect that a logistics rocket won't deliver that item.
Say I have a dedicated silo for tungston bar and a ship that requests five rocket loads. The dedicated silo gets loaded and launches three or ...
If I have a dedicated roket silo that's being inserter loaded I expect that a logistics rocket won't deliver that item.
Say I have a dedicated silo for tungston bar and a ship that requests five rocket loads. The dedicated silo gets loaded and launches three or ...
- Thu Oct 30, 2025 10:31 pm
- Forum: Modding interface requests
- Topic: Add toggle-personal-logistic-requests to linked game control options
- Replies: 0
- Views: 104
Add toggle-personal-logistic-requests to linked game control options
Factorio Access would like to announce the state when it's toggled.
I was hoping it was just undocumented on the LinkedGameControl page but it throws an error when I try.
I was hoping it was just undocumented on the LinkedGameControl page but it throws an error when I try.
- Thu Oct 30, 2025 10:22 pm
- Forum: Bug Reports
- Topic: [2.0.71] Rich Text line breaks in LocalisedStrings (label caption)
- Replies: 3
- Views: 351
Re: [2.0.71] Rich Text line breaks in LocalisedStrings (label caption)
unrelated to the maybe formatting bug, but you might be interested in __CONTROL_MODIFIER__name__ instead of hard-coding shift. And/or __CONTROL_STYLE_BEGIN__ and __CONTROL_STYLE_END__ instead of the font and color.
- Tue Oct 28, 2025 5:54 pm
- Forum: Bug Reports
- Topic: [2.0.72] LuaPlayer::build_from_cursor with cursor_ghost fails
- Replies: 0
- Views: 142
[2.0.72] LuaPlayer::build_from_cursor with cursor_ghost fails
Right now it seems that build_from_cursor and can_build from cursor ignore any crusor_ghost you have: doing nothing and returning false respectively.
Reproduction:
/c game.player.clear_cursor()
/c game.player.cursor_ghost = "stone-furnace"
/c game.player.build_from_cursor{ position = game ...
Reproduction:
/c game.player.clear_cursor()
/c game.player.cursor_ghost = "stone-furnace"
/c game.player.build_from_cursor{ position = game ...
- Tue Oct 21, 2025 6:38 pm
- Forum: Documentation Improvement Requests
- Topic: Update map-gen-settings.example.json
- Replies: 2
- Views: 1087
Re: [2.0.52] Update map-gen-settings.example.json
I am joining the request because when generating a map I get an error, for example:
0.000 Error Util.cpp:81: Key "asteroids" not found in property tree at ROOT
It would be nice if the file was updated and included descriptions
That's in map-settings.example.json which was already updated to ...
- Tue Oct 21, 2025 1:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.71] Power poles rewiring in reponse to can_place_entity
- Replies: 1
- Views: 550
[2.0.71] Power poles rewiring in reponse to can_place_entity
Setup:
Two connected substations.
Disconnect them.
Call LuaSurface::can_place_entity{name="substation", position=<between them>}
Expected:
substations remain disconnected after step 3.
Actual:
Substations get reconnected after step 3.
Screenshot 2025-10-21 085530.png
Screenshot after I ...
Two connected substations.
Disconnect them.
Call LuaSurface::can_place_entity{name="substation", position=<between them>}
Expected:
substations remain disconnected after step 3.
Actual:
Substations get reconnected after step 3.
Screenshot 2025-10-21 085530.png
Screenshot after I ...
- Sun Oct 05, 2025 11:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.66] LuaPlayer.can_build_from_cursor ignores position being out of reach
- Replies: 3
- Views: 1373
Re: [2.0.66] LuaPlayer.can_build_from_cursor ignores position being out of reach
addition probably caused: 131201
- Sun Oct 05, 2025 11:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.69] can_build_from_cursor now plays error noise when out of reach
- Replies: 1
- Views: 514
[2.0.69] can_build_from_cursor now plays error noise when out of reach
https://lua-api.factorio.com/latest/classes/LuaPlayer.html#can_build_from_cursor
Calling /c game.print(game.player.can_build_from_cursor({position={0,0}})) with a stone furnace in hand while out of range will display the flying text "cannot reach" at 0,0 and play the error noise.
This also occurs ...
Calling /c game.print(game.player.can_build_from_cursor({position={0,0}})) with a stone furnace in hand while out of range will display the flying text "cannot reach" at 0,0 and play the error noise.
This also occurs ...
- Wed Oct 01, 2025 2:41 am
- Forum: Modding interface requests
- Topic: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
- Replies: 9
- Views: 1135
Re: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
Can you two elaborate on your use cases further? It might help add some clarity on a design.
For Factorio Access, I think the only thing we'd really want to revert is LuaPlayer.game_view_settings.update_entity_selection.
I'd imagine all of those game view settings would probably be good to ...
- Sun Sep 28, 2025 5:15 pm
- Forum: Modding interface requests
- Topic: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
- Replies: 9
- Views: 1135
Re: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
I second this request. I think it would be most easily achompplished with a single lua file removal_migration.lua or something. The code in there would be like a migration script except it couldn't have any imports which would allow the file to run without the mod as long as it was saved into the ...
- Sat Jun 14, 2025 9:47 pm
- Forum: Ideas and Suggestions
- Topic: CLI for updating Factorio
- Replies: 5
- Views: 2534
Re: CLI for updating Factorio
With space age, now there's more versions to contend with. We can't even tell if it's an expansion build or alpha build from the version string. They both just say "full".
I'm guilty of corrupting an install by trying to apply the wrong version update using the third party updaters mentioned above ...
I'm guilty of corrupting an install by trying to apply the wrong version update using the third party updaters mentioned above ...
- Sat May 24, 2025 6:14 pm
- Forum: Documentation Improvement Requests
- Topic: Update map-gen-settings.example.json
- Replies: 2
- Views: 1087
Update map-gen-settings.example.json
From my testing it seems like there's at least three changes that are not documented in map-gen-settings.exmaple.json and they may be more.
1. The seed field no longer seems to apply. Setting to the seed to a number and repeatedly calling --create with the settings keeps generating different maps ...
1. The seed field no longer seems to apply. Setting to the seed to a number and repeatedly calling --create with the settings keeps generating different maps ...
- Sat May 24, 2025 4:01 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.52] Super forced build from clipboard not generate enough events
- Replies: 6
- Views: 2277
Re: [2.0.52] Super forced build from clipboard not generate enough events
Where'd you get that log? Is there a debug tool for events?
- Sat May 24, 2025 3:55 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.43] Rail signals cannot be super force placed on oil ocean
- Replies: 13
- Views: 3563
Re: [2.0.43] Rail signals cannot be ghost-placed next to a rail in oil ocean
This is a consequence of the way the filter-directions entity flag works. Whenever your cursor moves to a new tile while holding an item whose place result has the filter-directions flag it starts a search. It will check to see if that entity can be built in each direction starting with north and ...
- Tue May 13, 2025 3:30 pm
- Forum: Resolved Requests
- Topic: Required Modifier Order of key_sequence
- Replies: 1
- Views: 441
Required Modifier Order of key_sequence
From my testing below when multiple modifier keys are specified in a key_sequence of a CustomInputPrototype, they must be ordered: CONTROL < SHIFT < COMMAND < ALT or the sequence will not be recognized by the engine.
I tested this by adding all possible orderings of all subsets of the four listed ...
I tested this by adding all possible orderings of all subsets of the four listed ...
- Mon May 12, 2025 9:24 pm
- Forum: Implemented mod requests
- Topic: Full LuaSchedule support for interrupts
- Replies: 6
- Views: 761
Re: Full LuaSchedule support for interrupts
Sorry, I'm referring to the inside_interrupt that's part of a ScheduleInterrupt .It seems to track the check box "Allow interrupting other interrupts":
As far as I can tell this can be modified through getting the ScheduleInterrupt table, modifying it, and then setting it back, but it would be nice ...
As far as I can tell this can be modified through getting the ScheduleInterrupt table, modifying it, and then setting it back, but it would be nice ...
- Mon May 12, 2025 9:09 pm
- Forum: Modding interface requests
- Topic: Add optional destination and player parameters to launch_rocket
- Replies: 6
- Views: 1045
Re: Add optional destination and player parameters to launch_rocket
Makes sense. For Factorio Access, we're probably going to have to implement those checks ourselves anyway to read out useful error messages to the player, so I don't think it matters much to us.
- Mon May 12, 2025 5:44 pm
- Forum: Modding interface requests
- Topic: Add optional destination and player parameters to launch_rocket
- Replies: 6
- Views: 1045
Re: Add optional destination and player parameters to launch_rocket
Excellent! Character added in 2.0.48.
This could be moved to implemented.
This could be moved to implemented.
- Mon May 12, 2025 5:20 pm
- Forum: Implemented mod requests
- Topic: Full LuaSchedule support for interrupts
- Replies: 6
- Views: 761
Re: Full LuaSchedule support for interrupts
Whoops! I didn't check on ScheduleRecordPosition. In that case, the majority of my request is satisfied. Thanks!
I think the only thing left is copy_record accepts uint for it's indexes rather than ScheduleRecordPositions. Could that be modified to accept ScheduleRecordPosition instead?
Also, it ...
I think the only thing left is copy_record accepts uint for it's indexes rather than ScheduleRecordPositions. Could that be modified to accept ScheduleRecordPosition instead?
Also, it ...