Search found 72 matches

by Gweneph
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

[2.0.72] doesn't create default config.ini

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 ...
by Gweneph
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 ...
by Gweneph
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.
by Gweneph
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.
by Gweneph
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 ...
by Gweneph
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 ...
by Gweneph
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 ...
by Gweneph
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 ...
by Gweneph
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 ...
by Gweneph
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 ...
by Gweneph
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 ...
by Gweneph
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 ...
by Gweneph
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 ...
by Gweneph
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 ...
by Gweneph
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 ...
by Gweneph
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.
by Gweneph
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.
by Gweneph
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 ...

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