Console
The console is Factorio's in-game command-line interface. See command line parameters for the command line interface of the Factorio executable.
The in-game console can be used for:
- Chatting with other players
- Occasional status updates
- Running commands / scripts / cheats
There are three types of commands:
- Normal - Display information about the game and customize your experience.
- Multiplayer - Message filtering, banning users, etc.
- Scripting/Cheating - Run small Lua scripts (but they disable achievements for the save game)
Using the console
The console display can be toggled with the / (slash) or ~ (tilde) keys.
You can customize the keys via Settings menu → Controls → Toggle chat (and Lua console). When the console is open, you'll see a blinking cursor at the bottom of the screen; type your message or command and hit Return to send it (this will also close the console). Documentation about message and command prefixes can be found further down this page.
The console supports rich text tags. These tags are useful for sharing blueprints, marking map locations in chat or adding icons to map markers and train stations. Ctrl + Alt-clicking the map or ground will automatically insert a GPS tag and post it into the console. Shift-clicking most things with the console open will insert a tag for that thing into the console.
When the console is closed, only the most recent messages/commands will be displayed, but they will gradually fade away (opening the console will immediately re-display all recent messages). Note that by default, all executed commands are made visible to all users. The fade-out time can be changed via Settings menu → Interface → Chat message delay.
The console can be cleared with the /clear command.
Use the ↑ and ↓ keys to scroll through the console history. The Tab key provides intelligent code completion on commands, options and player names.
Normal commands
Command | Example | Description | Admin only |
---|---|---|---|
/alerts <enable/disable/mute/unmute> <alert> | /alerts disable turret_fire | Enables, disables, mutes, or unmutes the given alert type. Available alerts: entity_destroyed, entity_under_attack, not_enough_construction_robots, no_material_for_construction, not_enough_repair packs, turret_fire, custom, no_storage, train_out_of_fuel, fluid_mixing. | No |
/clear | /clear | Clears the console. | No |
/color <color> | /color 20 255 255 | Changes your color. Can either be one of the pre-defined colors or RGB value in the format of “# # #”. Available colors: default, red, green, blue, orange, yellow, pink, purple, white, black, gray, brown, cyan, acid. | No |
/evolution | /evolution | Prints info about the alien evolution factor. | No |
/help [command] | /help | Prints a list of available commands, the optional argument can specify the command that should be described. | No |
/h [command] | /h | Same as /help. | No |
/mute-programmable-speaker <mute/unmute> <local/everyone> | /mute-programmable-speaker mute local | Mutes or unmutes the global sounds created by the Programmable Speaker. Use “local” to mute just the local client. Admins can use “everyone” to mute the sounds for everyone on the server. | No |
/perf-avg-frames <number> | /perf-avg-frames 100 | Number of ticks/updates used to average performance counters. Default is 100. Value of 5-10 is recommended for fast convergence, but numbers will jitter more rapidly. | No |
/permissions | /permissions | Opens the permissions GUI. | Yes |
/permissions <action> <parameters> | /permissions add-player DeveloperGroup kovarex | Available actions are add-player <group> <player>, create-group <name>, delete-group <group>, edit-group <group> <input_action> <true/false>, get-player-group <player>, remove-player <group> <player>, rename-group <group> <new_name> and reset | Yes |
/reset-tips | /reset-tips | Resets the state of the tips and tricks as if the game was just started for the first time. | No |
/screenshot [x resolution] [y resolution] [zoom] | /screenshot | Takes a screenshot with the GUI hidden, centered on the player. It is saved in the "script-output" subfolder of your User data directory. Resolution is optional and defaults to the current window size. Zoom is optional and defaults to 1. | No |
/seed | /seed | Prints the starting map seed. | No |
/time | /time | Prints info about how old the map is. | No |
/toggle-action-logging | /toggle-action-logging | Toggles logging all input actions performed by the game. This value isn’t persisted between game restarts and only affects your local game in multiplayer sessions. | Yes |
/toggle-heavy-mode | /toggle-heavy-mode | Used to investigate desyncs. Will slow down the game and make multiplayer unplayable. | Yes |
/unlock-shortcut-bar | /unlock-shortcut-bar | Unlocks all shortcut bar items, including blueprint string import, copy & paste, deconstruction and upgrade planner. | No |
/unlock-tips | /unlock-tips | Unlocks all tips and tricks entries. | No |
/version | /version | Prints the current game version. | No |
Multiplayer commands
Command | Example | Description | Admin only |
---|---|---|---|
<message> | Hello team! | Console input that does not start with / is shown as a chat message to your team. | No |
/admin | /admin | Opens the player management GUI. | Yes |
/admins | /admins | Prints a list of game admins. | No |
/ban <player> <reason> | /ban xTROLLx Throwing grenades in base | Bans the specified player. | Yes |
/bans | /bans | Prints a list of banned players. | No |
/banlist <add/remove/get/clear> <player> | /banlist get | Adds or removes a player from the banlist. Same as /ban or /unban. | No |
/config <get/set> <option> <value> | /config set password hunter2 | Gets or sets various multiplayer game settings. Available configs are: afk-auto-kick, allow-commands, allow-debug-settings, autosave-interval, autosave-only-on-server, ignore-player-limit-for-returning-players, max-players, max-upload-speed, only-admins-can-pause, password, require-user-verification, visibility-lan, visibility-public. The units for the options afk-auto-kick and autosave-interval are in minutes. | Yes |
/delete-blueprint-library <player> | /delete-blueprint-library everybody confirm | Deletes the blueprint library storage for the given offline player from the save file. Enter “everybody confirm” to delete the storage of all offline players. | Yes |
/demote <player> | /demote AzureDiamond | Demotes the player from admin. | Yes |
/ignore <player> | /ignore Cthon98 | Prevents the chat from showing messages from this player. Admin messages are still shown. | No |
/ignores | /ignores | Prints a list of ignored players. | No |
/kick <player> <reason> | /kick xTROLLx Throwing grenades in base | Kicks the specified player. | Yes |
/mute <player> | /mute Cthon98 | Prevents the player from saying anything in chat. | Yes |
/mutes | /mutes | All players that are muted (can’t talk in chat). | No |
/open <player> | /open AzureDiamond | Opens another player’s inventory. | Yes |
/o <player> | /o AzureDiamond | Same as /open. | Yes |
/players [online/o/count/c] | /players | Prints a list of players in the game. (parameter online/o, it prints only players that are online, count/c prints only count) | No |
/p [online/o/count/c] | /p o c | Same as /players. | No |
/promote <player> | /promote AzureDiamond | Promotes the player to admin. | Yes |
/purge <player> | /purge Cthon98 | Clears all the messages from this player from the chat log. | Yes |
/reply <message> | /reply oh, really? | Replies to the last player that whispered to you. | No |
/r <message> | /r oh, really? | Same as /reply. | No |
/server-save | /server-save | Saves the game on the server in a multiplayer game. | Yes |
/shout <message> | /shout Hello world! | Sends a message to all players including other forces. | No |
/s <message> | /s Hello world! | Same as /shout. | No |
/swap-players <player> [player] | /swap-players AzureDiamond | Swaps your character with the given player’s character, or if two players are given swaps the two player characters. | Yes |
/unban <player> | /unban xTROLLx | Unbans the specified player. | Yes |
/unignore <player> | /unignore Cthon98 | Allows the chat to show messages from this player. | No |
/unmute <player> | /unmute Cthon98 | Allows the player to talk in chat again. | Yes |
/whisper <player> <message> | /whisper AzureDiamond that's what I see | Sends a message to the specified player. | No |
/w <player> <message> | /w AzureDiamond that's what I see | Same as /whisper. | No |
/whitelist <add/remove/get/clear> [player] | /whitelist get | Adds or removes a player from the whitelist, where only whitelisted players can join the game. Enter nothing for “player” when using “get” to print a list of all whitelisted players. An empty whitelist disables the whitelist functionality allowing anyone to join. | No |
Scripting and cheat commands
Command | Description |
---|---|
/cheat <all> | Researches all technologies and enables cheat mode. Using the all option also gives the player some additional items. |
/command <command> | Executes a Lua command (if allowed). |
/c <command> | Executes a Lua command (if allowed). |
/editor | Toggles the map editor. |
/measured-command <command> | Executes a Lua command (if allowed) and measures time it took. |
/silent-command <command> | Executes a Lua command (if allowed) without printing it to the console. |
/sc <command> | Executes a Lua command (if allowed) without printing it to the console. |
This is a very powerful feature, which also allows cheating, and as such achievements will be permanently disabled for the save as soon as you use a script command.
Basic example scripts
Use it as calculator
/c game.player.print(1234*5678)
Zoom beyond normal bounds
Note that zooming too far out can cause performance hits. Be careful.
/c game.player.zoom=0.1
Mine faster
/c game.player.force.manual_mining_speed_modifier=1000
Craft faster
/c game.player.force.manual_crafting_speed_modifier=1000
Unlock and research all technologies
/c game.player.force.research_all_technologies()
Undo this with the command in the next section.
Note: Specific technologies can be researched using the map editor by shift clicking the "start research" button on the technology GUI.
Unresearch all technologies
This does not reset manually applied bonuses
/c for _, tech in pairs(game.player.force.technologies) do
tech.researched=false
game.player.force.set_saved_technology_progress(tech, 0)
end
Note: Specific technologies can be unresearched using the map editor by clicking the "un-research" button on the technology GUI.
Reset your force
This resets all data for your force, including kill and production statistics, technologies, bonuses and charting status.
/c game.player.force.reset()
Always show rail block visualization
Permanently show the rail block visualization instead of only when holding a rail signal. Disable by replacing true with false.
/c game.player.game_view_settings.show_rail_block_visualisation = true
Set all trains to Automatic mode
Set all trains to automatic mode - for example after building them with a blueprint.
/c for key,ent in pairs (game.player.surface.find_entities_filtered{name="locomotive"}) do
ent.train.manual_mode = false
end
Inventory manipulation scripts
Cheat mode
Allows for infinite free crafting. Disable by replacing true with false.
/c game.player.cheat_mode=true
Refill resources (refill oil, iron etc.)
While holding the cursor over a resource tile in-game:
/c game.player.selected.amount=7500
Alternatively you can refill all resources in the map with the following command. Change ore.amount to the desired value.
/c surface = game.player.surface
for _, ore in pairs(surface.find_entities_filtered({type="resource"})) do
ore.amount = 10000
end
Add items to the player's inventory
Replace iron-plate with the internal name of the item desired.
/c game.player.insert{name="iron-plate", count=100}
For instance, here's a stack of the god-mode energy system interface:
/c game.player.insert{name="electric-energy-interface"}
There are several god-mode items available:
infinity-chest
infinity-pipe
electric-energy-interface
heat-interface
Add a powerful armor with equipment and some tools for construction:
/c local player = game.player
player.insert{name="power-armor-mk2", count = 1}
local p_armor = player.get_inventory(5)[1].grid
p_armor.put({name = "fusion-reactor-equipment"})
p_armor.put({name = "fusion-reactor-equipment"})
p_armor.put({name = "fusion-reactor-equipment"})
p_armor.put({name = "exoskeleton-equipment"})
p_armor.put({name = "exoskeleton-equipment"})
p_armor.put({name = "exoskeleton-equipment"})
p_armor.put({name = "exoskeleton-equipment"})
p_armor.put({name = "energy-shield-mk2-equipment"})
p_armor.put({name = "energy-shield-mk2-equipment"})
p_armor.put({name = "personal-roboport-mk2-equipment"})
p_armor.put({name = "night-vision-equipment"})
p_armor.put({name = "battery-mk2-equipment"})
p_armor.put({name = "battery-mk2-equipment"})
player.insert{name="construction-robot", count = 25}
Increase player inventory slots
Gives 100 additional bonus inventory slots to your entire force. Used by the Toolbelt (research).
/c game.player.force.character_inventory_slots_bonus=100
World manipulation scripts
Reveal the map around the player
Reveals the map around the player, similar to a radar.
/c local radius=150
game.player.force.chart(game.player.surface, {{game.player.position.x-radius, game.player.position.y-radius}, {game.player.position.x+radius, game.player.position.y+radius}})
or from start position
/c local radius=150
game.player.force.chart(game.player.surface, {{x = -radius, y = -radius}, {x = radius, y = radius}})
Change 150 to the desired radius, higher values take longer.
Hide revealed map
Hides all revealed chunks, inverted map revealing.
/c local surface = game.player.surface
local force = game.player.force
for chunk in surface.get_chunks() do
force.unchart_chunk({x = chunk.x, y = chunk.y}, surface)
end
Reveal all generated map
Revels all of the generated map to the player's team.
/c game.player.force.chart_all()
Delete chunks
If much of the map is revealed, it increases the size of the save file. The following command cancels the generation of all chunks that are currently queued for generation and removes chunks outside a 32 chunks radius around 0,0. Note that this will remove player entities if there are any on these chunks.
/c local surface = game.player.surface;
game.player.force.cancel_charting(surface);
local chunk_radius = 32;
for chunk in surface.get_chunks() do
if (chunk.x < -chunk_radius or chunk.x > chunk_radius or chunk.y < -chunk_radius or chunk.y > chunk_radius) then
surface.delete_chunk(chunk)
end
end
Delete unrevealed chunks
This command deletes chunks that are not revealed by the player. Can be used after the command for hiding revealed map to delete the chunks not covered by radar.
/c local surface = game.player.surface
local force = game.player.force
for chunk in surface.get_chunks() do
if not force.is_chunk_charted(surface, chunk) then
surface.delete_chunk(chunk)
end
end
Turn off night
Enables eternal day.
/c game.player.surface.always_day=true
Change game speed
0.5 is half speed, 1 is default, 2 is double speed, etc. Minimum is 0.01. This can be used for a lot of things like when you know you will have to wait for long periods of time for something to complete. Increasing will decrease performance, be careful.
/c game.speed=X
Freeze time
Stops the advancement of the time if you replace "BOOL" with "true" or unfreezes it if you replace it with "false".
/c game.player.surface.freeze_daytime=BOOL
Remove all pollution
/c game.player.surface.clear_pollution()
Completely turn off pollution
/c for _, surface in pairs(game.surfaces) do
surface.clear_pollution()
end
game.map_settings.pollution.enabled = false
Add a lot of pollution
/c game.player.surface.pollute(game.player.position, 1000000)
Where speakers are, who placed them
/c local speakers = game.player.surface.find_entities_filtered{force = game.player.force, type="programmable-speaker"}
for key, speaker in pairs(speakers) do
game.player.print(speaker.last_user.name .. " placed a speaker at [gps=" .. speaker.position.x .. "," .. speaker.position.y .. "]")
end
Disable friendly fire for your force
/c game.player.force.friendly_fire = false
Add new resource patch
This creates a new 11×11 patch of resources, centered on the player character, where the ground is not water. The patch it creates is perfectly square but it randomizes the amount similar to natural generation, with fewer ore at the edges and more ore in the center. The default numbers result in a patch with 2500-3000 ore.
If you want a larger patch, change "local size = 5" to a larger number. A larger patch will have exponentially more ore. Entering a number above 30 is not recommended.
If you want a richer patch, change "local density = 10" to a larger number. Entering a very large number shouldn't hurt anything but you probably don't need to go above 100.
To choose which resource is spawned, change "stone" near the bottom to "iron-ore", "copper-ore", "coal", or "uranium-ore".
/c local surface=game.player.surface
local ore=nil
local size=5
local density=10
for y=-size, size do
for x=-size, size do
a=(size+1-math.abs(x))*10
b=(size+1-math.abs(y))*10
if a<b then
ore=math.random(a*density-a*(density-8), a*density+a*(density-8))
end
if b<a then
ore=math.random(b*density-b*(density-8), b*density+b*(density-8))
end
if surface.get_tile(game.player.position.x+x, game.player.position.y+y).collides_with("ground-tile") then
surface.create_entity({name="stone", amount=ore, position={game.player.position.x+x, game.player.position.y+y}})
end
end
end
Remove resources around the player
Removes all resource patches from the ground in a 50 x 50 area around the player.
/c local surface=game.player.surface
local size=50
local pos=game.player.position
for _, e in pairs(surface.find_entities_filtered{area={{pos.x-size, pos.y-size},{pos.x+size, pos.y+size}}, type="resource"})
do e.destroy()
end
Add new oil patch
This creates 9 crude oil patches in a 3×3 square.
/c for y=0,2 do
for x=0,2 do
game.player.surface.create_entity({name="crude-oil", amount=100000, position={game.player.position.x+x*7-7, game.player.position.y+y*7-7}})
end
end
or randomly without any collision:
/c local position=nil
for i=1,9 do
position=game.player.surface.find_non_colliding_position("crude-oil", game.player.position, 0, i/2+1.5)
if position then
game.player.surface.create_entity({name="crude-oil", amount=100000, position=position})
end
end
Regenerate resources
For solid resources like iron, destroys all resource entities and creates resource entities as in the original map generation. For fluid resources like oil, sets the yield of all existing resource entities to the original amount. Regenerates resources on the entire surface.
/c local surface = game.player.surface
for _, e in pairs(surface.find_entities_filtered{type="resource"}) do
if e.prototype.infinite_resource then
e.amount = e.initial_amount
else
e.destroy()
end
end
local non_infinites = {}
for resource, prototype in pairs(game.get_filtered_entity_prototypes{{filter="type", type="resource"}}) do
if not prototype.infinite_resource then
table.insert(non_infinites, resource)
end
end
surface.regenerate_entity(non_infinites)
for _, e in pairs(surface.find_entities_filtered{type="mining-drill"}) do
e.update_connections()
end
Create 10 fishes
This creates 10 fishes around of player. The player must be on the water edge.
/c local player = game.player
local surface = player.surface
for i = 1, 10 do
local position = surface.find_non_colliding_position('fish', player.position, 10, 1)
if not position then return end
surface.create_entity {name = 'fish', position = position}
end
Count entities
Counts all entities whose name includes the string in local entity.
/c local entity="belt"
local surface=game.player.surface
local count=0
for key, ent in pairs(surface.find_entities_filtered({force=game.player.force})) do
if string.find(ent.name,entity) then
count=count+1
end
end
game.player.print(count)
Turn off cliff generation
Sets size to "none". Only effective on chunks that are generated after using this command. Use #Remove all cliffs to delete existing cliffs.
/c local mgs = game.player.surface.map_gen_settings
mgs.cliff_settings.cliff_elevation_0 = 1024
game.player.surface.map_gen_settings = mgs
Remove all cliffs
Removes all cliffs existing cliffs from the world. Use #Turn off cliff generation to turn off cliff generation in new chunks.
/c for _, v in pairs(game.player.surface.find_entities_filtered{type="cliff"}) do
v.destroy()
end
Delete all decoratives
Delete the decoratives that can be found in the world.
/c game.player.surface.destroy_decoratives({})
Change map generation settings
This allows to change the map generation settings for new chunks; it does not alter already generated chunks. Deleted chunks are affected by the setting change because they are newly generated when they get explored again.
To change resource generation settings, replace "iron-ore" with the resource that should be changed and replace "very-high" with the desired MapGenSize in the following command. Replace "iron-ore" with "enemy-base" to change the enemy base generation settings.
/c local surface = game.player.surface
local resource = "iron-ore"
local mgs = surface.map_gen_settings
mgs.autoplace_controls[resource].size = "very-high"
mgs.autoplace_controls[resource].frequency = "very-high"
mgs.autoplace_controls[resource].richness = "very-high"
surface.map_gen_settings = mgs
To change water generation settings, replace "very-high" with the desired MapGenSize in the following command.
/c local surface = game.player.surface
local mgs = surface.map_gen_settings
mgs.water = "very-high" --[[ size]]
mgs.terrain_segmentation = "very-high" --[[ frequency]]
surface.map_gen_settings = mgs
Connect linked belts
If there exist at least two linked belts, and one of them has the "Entity tag" in
, and another linked belt has the "Entity tag" out
, then the following command should link these two linked belts.
/c local i = game.get_entity_by_tag('in')
local o = game.get_entity_by_tag('out')
i.linked_belt_type = 'input'
o.linked_belt_type = 'output'
i.connect_linked_belts(o)
Enemy/evolution scripts
Set evolution factor
Ranges from 0 (new game) to 1.
/c game.forces["enemy"].evolution_factor=X
Disable time-based evolution & increases pollution-based evolution
/c game.map_settings.enemy_evolution.time_factor=0
/c game.map_settings.enemy_evolution.pollution_factor=game.map_settings.enemy_evolution.pollution_factor*2
The "2" at the end of the last command will double the default pollution factor. You can substitute another number to increase (or decrease) the pollution factor further.
Kill all biters on the "enemy" force
Note that this will kill only mobile units, spawners will not be killed.
/c game.forces["enemy"].kill_all_units()
Kill all enemies
This will kill all biters, bases and worms. Anything that is an enemy will be completely destroyed. This only affects enemies in the generated world, so any unexplored parts of the map which still need to be generated will still have enemies. You can prevent biters being on newly generated chunks if desired.
/c local surface=game.player.surface
for key, entity in pairs(surface.find_entities_filtered({force="enemy"})) do
entity.destroy()
end
Kill all nearby enemies
This will kill all biters, bases and worms in a configurable radius. The default, 250 tiles, is about two zoomed-out screen widths on full HD. After destruction, it shows how many objects were destroyed.
/c local surface=game.player.surface
local pp = game.player.position
local cnt = 0
for key, entity in pairs(surface.find_entities_filtered({force="enemy", radius=250, position=pp })) do
cnt = cnt+1
entity.destroy()
end
game.player.print(cnt)
Enable/Disable peaceful mode
Enabling peaceful mode prevents biter attacks until provoked. Substitute true for false to disable. Already existing biters are not affected by this command so attacks could continue for a while after activating peaceful mode.
/c game.player.surface.peaceful_mode = true
Enable/Disable biter expansion
Biter expansion allows biters to create new nests, it is enabled by default. Substitute true for false to disable.
/c game.map_settings.enemy_expansion.enabled = true
Prevent biters being on newly generated chunks
On newly generated chunks no biters will be present, however all current biters will remain unaffected. Equivalent of setting the Enemy Base Size to None under the Terrain settings during map generation but achieved mid game by changing map generation settings.
/c local surface = game.player.surface
local mgs = surface.map_gen_settings
mgs.autoplace_controls["enemy-base"].size = "none"
surface.map_gen_settings = mgs
Player character scripts
Commands concerning the player directly.
Get player position
Prints coordinates of your current position.
/c game.player.print(game.player.position.x .. ", " .. game.player.position.y)
Teleport player
Moves the player to the specified location. You should be able to teleport to a specific player if you obtain their coordinates via them executing the previous command and giving them to you.
/c game.player.teleport({X, Y})
To teleport to the world's origin, use 0,0.
Enable god mode
God mode removes your player character allowing you to fly over obstacles and take no damage.
Disassociate your controls from the player:
/c game.player.character=nil
Then, hover the mouse over the useless player and destroy it by typing:
/c game.player.selected.destroy()
To undo, spawn a player character. This will spawn a new player at the spawn point of the world, and connect your controls to it.
/c game.player.create_character()
Enable long reach
Enables long reach, which allows the player to build and interact with entities at a greater distance. The default reach is 10.
/c local reach = 10000
game.player.force.character_build_distance_bonus = reach
game.player.force.character_reach_distance_bonus = reach
Find player corpses
Pings player corpses on the map.
/c local found_corpses = game.player.surface.find_entities_filtered{type="character-corpse"}
for _,corpse in pairs(found_corpses) do
local player = game.get_player(corpse.character_corpse_player_index)
local name = player and player.name or "????"
game.player.print(name .. " --> [gps=" .. corpse.position.x .. "," .. corpse.position.y .. "]")
end
Research scripts
Enable Research Queue
Enable the research queue for the player's current team. Can be done after the game has started if it was forgotten during the map's setup.
/c game.player.force.research_queue_enabled = true
Enable faster research
/c game.player.force.laboratory_speed_modifier=1
1 is normal speed, 2 is double speed 3 is triple etc.
Research specific technologies
The internal technology names can be found in the infoboxes on their respective pages.
/c game.player.force.technologies['electric-energy-distribution-1'].researched=true
/c game.player.force.technologies['steel-processing'].researched=true
Unresearch specific technologies
The internal technology names can be found in the infoboxes on their respective pages.
/c game.player.force.technologies['electric-energy-distribution-1'].researched=false; game.player.force.set_saved_technology_progress('electric-energy-distribution-1', 0)
/c game.player.force.technologies['steel-processing'].researched=false; game.player.force.set_saved_technology_progress('steel-processing', 0)
Enabling specific recipes
The internal recipe/item names can be found in the infoboxes on their respective pages.
/c game.player.force.recipes["electric-energy-interface"].enabled=true
/c game.player.force.recipes["rocket-silo"].enabled=true
/c game.player.force.recipes.loader.enabled=true
/c game.player.force.recipes["fast-loader"].enabled = true
/c game.player.force.recipes["express-loader"].enabled = true
Enable all recipes
/c for name, recipe in pairs(game.player.force.recipes) do recipe.enabled = true end
Modding tools
A list of the internal names of most things in the vanilla game can also be found on data.raw.
Access a mod's data
If the first word of the command is __mod-name__ it will run in the context of the mod with the same name. For instance, this command prints the data from Resource Spawner Overhaul:
/c __rso-mod__ game.player.print(serpent.dump(global))
Print to console the tile under the player
/c game.player.print(game.player.surface.get_tile(game.player.position).name)
Write all researched technologies to file
/c local list = {}
for _, tech in pairs(game.player.force.technologies) do
if tech.researched then
list[#list+1] = tech.name
end
end
game.write_file("techs.lua", serpent.block(list) .. "\n", true)
Write all enabled recipes to file
/c local list = {}
for _, recipe in pairs(game.player.force.recipes) do
if recipe.enabled then
list[#list+1] = recipe.name
end
end
game.write_file("recipes.lua", serpent.block(list) .. "\n", true)
Write mod list to file
Write all currently active mods and their version to the file script-output/mods.txt in the user data directory.
/c game.write_file("mods.txt", serpent.block(game.active_mods))
See also
- Command line parameters
- http://lua-api.factorio.com/latest/ - Factorio API reference for latest version