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The '''console''' is Factorio's in-game command-line interface. See [[command line parameters]] for the command line interface of the Factorio executable.


== Overview ==
The in-game console can be used for:
The in-game console is used for:


* Chatting with other players
* Chatting with other players
* Occasional status updates
* Running commands / scripts / cheats
* Running commands / scripts / cheats
* Occasional status updates


There are three types of command:
There are three types of commands:
 
* '''[[#Normal commands|Normal]]''' - Display information about the game and customize your experience.
* '''[[#Multiplayer commands|Multiplayer]]''' - Message filtering, banning users, etc.
* '''[[#Scripting and cheat commands|Scripting/Cheating]]''' - Run small Lua scripts (but they <span style="color:#FF0000">disable achievements for the save game</span>)


* '''Multiplayer''' - message filtering, banning users, etc.
__TOC__
* '''Information''' - display various information about the game
* '''Scripting/Cheating''' - run small Lua scripts (but they <span style="color:#FF0000">disable achievements for the save game</span>)


=== Using the console ===
=== Using the console ===
The console display can be toggled with the {{keybinding|/}} (slash) or {{keybinding|~}} (tilde) keys.
The console display can be toggled with the {{keybinding|/}} (slash) or {{keybinding|~}} (tilde) keys.


You can customize the keys via '''Options Menu -> Keyboard -> Toggle 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.
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.


When 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. You can set the fade out time via '''Options Menu -> Other Settings -> Message Delay'''.
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.


If you want to immediately hide the console, open the console and then press '''Escape''' key (or press '''Return''' without entering any message/command). This not only closes the console, but it also hides all the recent messages/commands. In [https://forums.factorio.com/viewtopic.php?f=3&t=32389 Factorio 0.14.5 and later], you can clear the console with the '''/clear''' command.
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'''.


Note that the console can also accept raw Lua code as well as game commands.
The console can be cleared with the '''/clear''' command.


=== Console history ===
Use the {{keybinding|&uarr;}} and {{keybinding|&darr;}} keys to scroll through the console history. The {{keybinding|Tab}} key provides intelligent code completion on commands, options and player names.


The console has an inbuilt history; it's a bit like a text editor where only one line of text is displayed at a time.
== Normal commands ==


Use the {{keybinding|&uarr;}} and {{keybinding|&darr;}} keys to scroll through the console history.
{| class="wikitable"
|-
! style="width:25%"| Command
! style="width:25%"| Example
! style="width:46%"| Description
! style="width:4%"| Admin only
|-
| /alerts <enable/disable/mute/unmute> <alert>
| /alerts disable turret_fire
| Enables, disables, mutes, or unmutes the given  [[alerts|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 [[:Wikipedia:RGB_color_space|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 [[Desynchronization#Using_heavy_mode_command|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
|-
|}


Use the {{keybinding|&larr;}} and {{keybinding|&rarr;}} keys to cursor through the currently displayed message or command, which you can edit (delete, insert, etc.) and resend (by pressing '''Return''').
== Multiplayer commands ==


In [https://forums.factorio.com/viewtopic.php?f=3&t=32389 Factorio 0.14.5 and later], the '''Tab''' key will auto-complete commands and player ids.
{| class="wikitable"
|-
! style="width:25%"| Command
! style="width:25%"| Example
! style="width:46%"| Description
! style="width:4%"| Admin only
|-
| <message>
| Hello team!
| Console input that does not start with {{keybinding|/}} 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
|}


== Multiplayer Chat ==
== Scripting and cheat commands ==
{| class="wikitable"
|-
! 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.
|}


Send private message to specific player with '''/whisper''' (or '''/w'''):
This is a very powerful feature, which also allows cheating, and as such <span style="color:#FF0000">achievements will be permanently disabled for the save</span> as soon as you use a script command.


/whisper <playerId> <message>
== Basic example scripts ==


Reply to the most recently received private message with '''/reply''' (or '''/r'''):
=== Use it as calculator ===
<syntaxhighlight lang="lua">
/c game.player.print(1234*5678)
</syntaxhighlight>


/reply <message>
=== Zoom beyond normal bounds ===
Note that zooming too far out can cause performance hits. Be careful.
<syntaxhighlight lang="lua">
/c game.player.zoom=0.1
</syntaxhighlight>


In [https://forums.factorio.com/viewtopic.php?f=3&t=32248 Factorio 0.14.4 and later], group chat works like this:
=== Mine faster ===
<syntaxhighlight lang="lua">
/c game.player.force.manual_mining_speed_modifier=1000
</syntaxhighlight>


hello my team!
=== Craft faster ===
<syntaxhighlight lang="lua">
/c game.player.force.manual_crafting_speed_modifier=1000
</syntaxhighlight>


/s hello all players!
=== Unlock and research all technologies ===
/shout same as /s
<syntaxhighlight lang="lua">
/c game.player.force.research_all_technologies()
</syntaxhighlight>


In Factorio 0.14.3 and earlier, group chat worked like this:
Undo this with the command in the next section.


hello all players!
Note: Specific technologies can be researched using the [[map editor]] by shift clicking the "start research" button on the technology GUI.


/team hello my team!
=== Unresearch all technologies ===
This does not reset manually applied bonuses
<syntaxhighlight lang="lua">
/c for _, tech in pairs(game.player.force.technologies) do
tech.researched=false
game.player.force.set_saved_technology_progress(tech, 0)
end
</syntaxhighlight>


These are just the main chat features - there are also options for banning, ignoring and muting players; see the console '''/help''' for a full list.
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.
<syntaxhighlight lang="lua">
/c game.player.force.reset()
</syntaxhighlight>


== Commands ==
=== Always show rail block visualization ===
To see a list of all available commands, enter '''/help''' (or '''/h''') in to the console. The available commands will depend on Factorio version and game setup.
Permanently show the rail block visualization instead of only when holding a rail signal. Disable by replacing true with false.


/help
<syntaxhighlight lang="lua">
/c game.player.game_view_settings.show_rail_block_visualisation = true
</syntaxhighlight>


In [https://forums.factorio.com/viewtopic.php?f=3&t=32248 Factorio 0.14.4 and later], the '''/help''' command will just display a list of commands - to get full details for a command add the command name (without slash) after '''/help''' (or '''/h'''), for example if you want help on the '''/evolution''' command, you'd type:
=== Set all trains to Automatic mode ===
Set all trains to automatic mode - for example after building them with a blueprint.


/h evolution
<syntaxhighlight lang="lua">
/c for key,ent in pairs (game.player.surface.find_entities_filtered{name="locomotive"}) do
    ent.train.manual_mode = false
end
</syntaxhighlight>


=== Scripting and cheat commands ===
== Inventory manipulation scripts ==
You can run Lua script commands via the console. It works similarly to any command line interface or the JavaScript console for your browser.


This is a very powerful feature, which also allows cheating, and as such <span style="color:#FF0000">achievements will be permanently disabled for the save</span> as soon as you use a script command.
=== Cheat mode ===
Allows for infinite free crafting. Disable by replacing true with false.
<syntaxhighlight lang="lua">
/c game.player.cheat_mode=true
</syntaxhighlight>


To run a script, prefix it with '''/command''' (or '''/c'''), for example:
=== Refill resources (refill oil, iron etc.) ===
While holding the cursor over a resource tile in-game:
<syntaxhighlight lang="lua">
/c game.player.selected.amount=7500
</syntaxhighlight>


/c game.player.print 'hello me!'
Alternatively you can refill all resources in the map with the following command. Change ore.amount to the desired value.
<syntaxhighlight lang="lua">
/c surface = game.player.surface
for _, ore in pairs(surface.find_entities_filtered({type="resource"})) do
    ore.amount = 10000
end
</syntaxhighlight>


If you're in a multiplayer game, the command will be echoed to all other players (so they can see if you're cheating).
=== Add items to the player's inventory ===
Replace iron-plate with the [[data.raw|internal name]] of the item desired.
<syntaxhighlight lang="lua">
/c game.player.insert{name="iron-plate", count=100}
</syntaxhighlight>


In [https://forums.factorio.com/viewtopic.php?p=203991#p203991 Factorio 0.14.5 and later], multiplayer server admins can use '''/silent-command''' (only via RCON/server console) instead of '''/c''' to avoid the command being echoed to all players.
For instance, here's a stack of the god-mode energy system interface:
<syntaxhighlight lang="lua">
/c game.player.insert{name="electric-energy-interface"}
</syntaxhighlight>


/silent-command game.player.print 'only admins can use (and see) silent commands'
There are several god-mode items available:


Mod developers can also take advantage of the special '''/measured-command''' which is like '''/c''' but will time how long the command takes to run. This is very useful for performance tuning your scripts.
* <code>infinity-chest</code>
* <code>infinity-pipe</code>
* <code>electric-energy-interface</code>
* <code>heat-interface</code>


/measured-command game.player.print 'how much time does this take to run?'
Add a powerful armor with equipment and some tools for construction:
<syntaxhighlight lang="lua">
/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}
</syntaxhighlight>


The game ignores newlines when pasting "scriptlets" in the console. This means they can be written in a human readable form in an editor and copy/pasted into the console, making understanding and editing a bit easier.
=== Increase player inventory slots ===
Gives 100 additional bonus inventory slots to your entire force. Used by the [[Toolbelt (research)]].
<syntaxhighlight lang="lua">
/c game.player.force.character_inventory_slots_bonus=100
</syntaxhighlight>


You can essentially fire any Lua command here, just as you would from a Lua program - Factorio [[Mods]] are merely Lua commands. Therefore you don't necessarily need "cheats" active per-se, as the console allows you full access to the game's internals. You only need a familiarity with the commands and types, as shown in the below examples and the [[Modding]] section.
== World manipulation scripts ==


=== Reveal the map around the player ===


==Basic Command Examples==
Reveals the map around the player, similar to a [[radar]].
<syntaxhighlight lang="lua">
/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}})
</syntaxhighlight>
or from start position
<syntaxhighlight lang="lua">
/c local radius=150
game.player.force.chart(game.player.surface, {{x = -radius, y = -radius}, {x = radius, y = radius}})
</syntaxhighlight>
Change 150 to the desired radius, higher values take longer.


=== Large Screenshots ===
=== Hide revealed map ===


This is how you would take a large HD screenshot. As usual, replace the X and Y with the values you wish.
Hides all revealed chunks, inverted map revealing.
<syntaxhighlight lang="lua">
/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
</syntaxhighlight>


The file is put into a folder called "script-output", which is located in the same location as the mods folder. These pictures can be quite large.
=== Reveal all generated map ===


/c game.take_screenshot{<parameters>}
Revels all of the generated map to the player's team.
<syntaxhighlight lang="lua">
/c game.player.force.chart_all()
</syntaxhighlight>


The command takes the following parameters, separated by commas:
=== 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.
<syntaxhighlight lang="lua">
/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
</syntaxhighlight>


* showgui - Boolean value, true or false. True if GUIs should be included in the screenshot.
=== Delete unrevealed chunks ===
* resolution - Takes an x and y, in the form {x = XPOS, y = YPOS}
This command deletes chunks that are not revealed by the player. Can be used after the command for [[#Hide revealed map|hiding revealed map]] to delete the chunks not covered by radar.
* show_entity_info - Boolean value, true if alt info should be shown in the screenshot.
* zoom - A value to take the screenshot from a certain zoom.


=== Use it as calculator ===
<syntaxhighlight lang="lua">/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</syntaxhighlight>


/c game.player.print(1234 * 5678)
=== Turn off night ===
Enables eternal day.
<syntaxhighlight lang="lua">
/c game.player.surface.always_day=true
</syntaxhighlight>


=== Mine faster ===
=== 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.
<syntaxhighlight lang="lua">
/c game.speed=X
</syntaxhighlight>


/c game.player.force.manual_mining_speed_modifier=1000
=== Freeze time ===
Stops the advancement of the time if you replace "BOOL" with "true" or unfreezes it if you replace it with "false".
<syntaxhighlight lang="lua">
/c game.player.surface.freeze_daytime=BOOL
</syntaxhighlight>


=== Craft faster ===
=== Remove all pollution ===
<syntaxhighlight lang="lua">
/c game.player.surface.clear_pollution()
</syntaxhighlight>


/c game.player.force.manual_crafting_speed_modifier=1000
=== Completely turn off pollution ===


=== Unlock and Research all Technology ===
<syntaxhighlight lang="lua">
/c for _, surface in pairs(game.surfaces) do
  surface.clear_pollution()
end
game.map_settings.pollution.enabled = false
</syntaxhighlight>


/c game.player.force.research_all_technologies()
=== Add a lot of pollution ===
<syntaxhighlight lang="lua">
/c game.player.surface.pollute(game.player.position, 1000000)
</syntaxhighlight>


Undo this with:
=== Where speakers are, who placed them ===
<syntaxhighlight lang="lua">
/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
</syntaxhighlight>


/c for _, tech in pairs(game.player.force.technologies) do tech.researched=false end
=== Disable friendly fire for your force ===
<syntaxhighlight lang="lua">
/c game.player.force.friendly_fire = false
</syntaxhighlight>


=== Reset any modifiers to default ===
=== Add new resource patch ===
This includes Tech and speed alterations.
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.


/c game.player.force.reset()
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.


=== Zoom beyond normal bounds ===
If you want a richer patch, change "local density = 10" to a larger number.
Note that zooming too far out can cause performance hits. Be careful.
Entering a very large number shouldn't hurt anything but you probably don't need to go above 100.


/c game.player.zoom = 0.1
To choose which resource is spawned, change "stone" near the bottom to "iron-ore", "copper-ore", "coal", or "uranium-ore".  


<syntaxhighlight lang="lua">
/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
</syntaxhighlight>


== Inventory Manipulation ==
=== Remove resources around the player ===
Removes all resource patches from the ground in a 50 x 50 area around the player.


=== Refill resources (refill oil, iron etc.) ===
<syntaxhighlight lang="lua">
While holding the cursor over a resource tile in-game
/c local surface=game.player.surface
/c game.player.selected.amount=7500
local size=50
local pos=game.player.position


=== Add items to the player's inventory ===
for _, e in pairs(surface.find_entities_filtered{area={{pos.x-size, pos.y-size},{pos.x+size, pos.y+size}}, type="resource"})
Replace iron-plate with the internal name of the item desired.
do e.destroy()
end
</syntaxhighlight>


/c game.player.insert{name="iron-plate", count=100}
=== Add new oil patch ===
This creates 9 crude oil patches in a 3×3 square.
<syntaxhighlight lang="lua">
/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
</syntaxhighlight>


For instance, here's a god-mode energy system interface:
or randomly without any collision:
<syntaxhighlight lang="lua">
/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
</syntaxhighlight>


/c game.player.insert{name="electric-energy-interface"}
=== 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.
<syntaxhighlight lang="lua">
/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
</syntaxhighlight>


=== Cheat mode ===
=== Create 10 fishes ===
Allows for infinite free crafting. Disable by replacing true with false.
This creates 10 fishes around of player. The player must be on the water edge.
<syntaxhighlight lang="lua">
/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
</syntaxhighlight>


/c game.player.cheat_mode=true
=== Count entities ===
Counts all entities whose name includes the string in local entity.
<syntaxhighlight lang="lua">
/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)
</syntaxhighlight>


=== 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.


== World Manipulation ==
<syntaxhighlight lang="lua">
/c local mgs = game.player.surface.map_gen_settings
mgs.cliff_settings.cliff_elevation_0 = 1024
game.player.surface.map_gen_settings = mgs</syntaxhighlight>


=== Reveal the map around the player ===
=== Remove all cliffs ===
Removes all cliffs existing cliffs from the world. Use [[#Turn off cliff generation]] to turn off cliff generation in new chunks.


Reveals the map around the player, similar to a [[radar]].
<syntaxhighlight lang="lua">
/c for _, v in pairs(game.player.surface.find_entities_filtered{type="cliff"}) do
  v.destroy()
end</syntaxhighlight>


  /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}})
=== Delete all decoratives ===
Delete the decoratives that can be found in the world.


Change 150 to the desired radius, higher values take longer.
<syntaxhighlight lang="lua">
 
/c game.player.surface.destroy_decoratives({})</syntaxhighlight>
=== Turn off night ===
Enables eternal day.
/c game.surfaces[1].always_day=true
 
=== Change game speed ===
0.5 is half speed, 1 is default, 2 is double speed, etc. 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 Passage ===
Stops the advancement of the time if true is passed, or unfreezes it if false is passed.
 
/c game.player.surface.freeze_daytime(BOOL)
 
=== Remove all pollution ===
 
/c local surface = game.player.surface;
for coord in surface.get_chunks() do
  surface.pollute({coord.x * 32, coord.y * 32}, -10000000)
end
 
=== Add new resource patch ===
This creates a new 11x11 patch of resources, centered on the player character. 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.
 
For resources other than stone, change "stone" to "iron-ore", "copper-ore", "coal", or "uranium-ore". If you want a larger patch, change "local size = 5" to any other number. Entering a number above 30 is not recommended.


/c local surface = game.player.surface;
=== Change map generation settings ===
local ore = nil
This allows to change the map generation settings for new chunks; it does not alter already generated chunks. [[#Delete chunks|Deleted chunks]] are affected by the setting change because they are newly generated when they get explored again.
local size = 5
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 * 10)-(a * 2)),((a * 10)+(a * 2)))
  end
  if b < a then
    ore = math.random(((b * 10)-(b * 2)),((b * 10)+(b * 2)))
  end
  surface.create_entity({name = "stone", amount = ore, position = {game.player.position.x+x, game.player.position.y+y}})
  end
end


=== Add new oil patch ===
To change resource generation settings, replace "iron-ore" with the [[Data.raw#resource|resource]] that should be changed and replace "very-high" with the desired [https://lua-api.factorio.com/latest/Concepts.html#MapGenSize MapGenSize] in the following command. Replace "iron-ore" with "enemy-base" to change the enemy base generation settings.  
This creates 9 crude oil patches in a 3x3 square.


/c for y=0,2 do
<syntaxhighlight lang="lua">
  for x=0,2 do
/c local surface = game.player.surface
    game.player.surface.create_entity({name="crude-oil", amount=5000, position={game.player.position.x+x*7-7, game.player.position.y+y*7-7}})
local resource = "iron-ore"
  end
local mgs = surface.map_gen_settings
  end
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</syntaxhighlight>


or randomly without any collision:
To change water generation settings, replace "very-high" with the desired [https://lua-api.factorio.com/latest/Concepts.html#MapGenSize MapGenSize] in the following command.


/c local position = nil
<syntaxhighlight lang="lua">
for i=1,9 do
/c local surface = game.player.surface
position = game.player.surface.find_non_colliding_position("crude-oil", game.player.position, 0, i/2+1.5)
local mgs = surface.map_gen_settings
if position then
mgs.water = "very-high" --[[ size]]
game.player.surface.create_entity({name="crude-oil", amount=5000, position=position})
mgs.terrain_segmentation  = "very-high" --[[ frequency]]
end
surface.map_gen_settings = mgs </syntaxhighlight>
end


=== Count entities ===
=== Connect linked belts ===
Counts all entities whose name includes the string in local entity.
If there exist at least two [[Prototype/LinkedBelt|linked belts]], and one of them has the "Entity tag" <code>in</code>, and another linked belt has the "Entity tag" <code>out</code>, then the following command should link these two linked belts.


/c
<syntaxhighlight lang="lua">
local entity = "belt"
/c local i = game.get_entity_by_tag('in')
local o = game.get_entity_by_tag('out')
local surface = game.player.surface
i.linked_belt_type = 'input'
local count = 0
o.linked_belt_type = 'output'
for c in surface.get_chunks() do
i.connect_linked_belts(o)
  for key, ent in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, force= game.player.force})) do
</syntaxhighlight>
    if string.find(ent.name,entity) then
      count = count + 1
    end
  end
end
game.player.print(count)


== Enemy/Evolution ==
== Enemy/evolution scripts ==
=== Check how far the biters have evolved ===
Note that commands that do not start with "/c" do not disable achievements.
/evolution


=== Set evolution factor ===
=== Set evolution factor ===
Ranges from 0 (new game) to 1.
Ranges from 0 (new game) to 1.
 
<syntaxhighlight lang="lua">
/c game.evolution_factor=X
/c game.forces["enemy"].evolution_factor=X
</syntaxhighlight>


=== Disable time-based evolution & increases pollution-based evolution ===
=== Disable time-based evolution & increases pollution-based evolution ===
/c game.map_settings.enemy_evolution.time_factor = 0
<syntaxhighlight lang="lua">
/c game.map_settings.enemy_evolution.pollution_factor = game.map_settings.enemy_evolution.pollution_factor * 2
/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
</syntaxhighlight>


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.
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 ===
=== Kill all biters on the "enemy" force ===
Note that this will kill only mobile units and worms, spawners will not be killed.
Note that this will kill only mobile units, spawners will not be killed.
/c game.forces["enemy"].kill_all_units()
<syntaxhighlight lang="lua">
/c game.forces["enemy"].kill_all_units()
</syntaxhighlight>


=== Kill all enemies ===
=== 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 explored world, so any unexplored parts of the map which still need to be generated will still have 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|prevent biters being on newly generated chunks]] if desired.
<syntaxhighlight lang="lua">
/c local surface=game.player.surface
for key, entity in pairs(surface.find_entities_filtered({force="enemy"})) do
entity.destroy()
end
</syntaxhighlight>
 
=== 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.
 
<syntaxhighlight lang="lua">
/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)
</syntaxhighlight>


/c local surface = game.player.surface
=== Enable/Disable peaceful mode ===
for c in surface.get_chunks() do
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.
    for key, entity in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, force= "enemy"})) do
<syntaxhighlight lang="lua">
        entity.destroy()
/c game.player.surface.peaceful_mode = true
    end
</syntaxhighlight>
  end


=== Enable peaceful mode ===
=== Enable/Disable biter expansion ===
Peaceful mode prevents biter attacks until provoked. Substitute false for true to disable.
Biter expansion allows biters to create new nests, it is enabled by default. Substitute true for false to disable.
/c game.player.surface.peaceful_mode = true
<syntaxhighlight lang="lua">
/c game.map_settings.enemy_expansion.enabled = true
</syntaxhighlight>


=== Disable biter expansion ===
=== Prevent biters being on newly generated chunks ===
This prevents biters from creating new spawners.
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 [[#Change map generation settings|changing map generation settings]].
/c game.map_settings.enemy_expansion.enabled = false
<syntaxhighlight lang="lua">
/c local surface = game.player.surface
local mgs = surface.map_gen_settings
mgs.autoplace_controls["enemy-base"].size = "none"
surface.map_gen_settings = mgs
</syntaxhighlight>


== Player Character ==
== Player character scripts ==
Commands concerning the player directly.
Commands concerning the player directly.
=== Get Player Position ===
=== Get player position ===
Prints coordinates of your current position.
Prints coordinates of your current position.
 
<syntaxhighlight lang="lua">
/c game.player.print({"", "(", game.player.position.x, ", ", game.player.position.y, ")"})
/c game.player.print(game.player.position.x .. ", " .. game.player.position.y)
</syntaxhighlight>


=== Teleport player ===
=== 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.
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.
 
<syntaxhighlight lang="lua">
/c game.player.teleport({X, Y})
/c game.player.teleport({X, Y})
</syntaxhighlight>


To teleport to the world's origin, use 0,0.
To teleport to the world's origin, use 0,0.
=== Spawn a player character ===
This is useful for escaping god mode. (see [[Console#Enable_god_mode]].) This will spawn a new player at the spawn point of the world, and connect your controls to it.
/c game.player.character = game.player.surface.create_entity{name="player", position = {0,0}, force = game.forces.player}
=== Change Player color ===
Note that commands that do not start with "/c" do not disable achievements. Replace COLOR with the name of a color. Available names are: Black, blue, brown, cyan, gray, green, orange, pink, purple, red, white, and yellow
/color COLOR


=== Enable god mode ===
=== Enable god mode ===
Line 317: Line 840:


Disassociate your controls from the player:
Disassociate your controls from the player:
 
<syntaxhighlight lang="lua">
/c game.player.character = nil
/c game.player.character=nil
</syntaxhighlight>


Then, hover the mouse over the useless player and destroy it by typing:
Then, hover the mouse over the useless player and destroy it by typing:
<syntaxhighlight lang="lua">
/c game.player.selected.destroy()
</syntaxhighlight>


/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.
<syntaxhighlight lang="lua">
/c game.player.create_character()
</syntaxhighlight>


To undo
=== 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.
<syntaxhighlight lang="lua">
/c local reach = 10000
game.player.force.character_build_distance_bonus = reach
game.player.force.character_reach_distance_bonus = reach
</syntaxhighlight>


/c game.player.create_character()
=== Find player corpses ===
Pings player corpses on the map.
<syntaxhighlight lang="lua">
/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
</syntaxhighlight>


== Research ==
== Research scripts ==
=== Enable faster research ===
/c game.player.force.laboratory_speed_modifier = 1
1 is normal speed, 2 is double speed 3 is triple etc. I think it goes up to 100.


=== Enabling specific technologies ===
=== Enable Research Queue ===
[http://www.factorioforums.com/forum/viewtopic.php?f=18&t=6633 Enabling technologies] (forums)
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.technologies['electric-energy-distribution-1'].researched=true
<syntaxhighlight lang="lua">
/c game.player.force.technologies['steel-processing'].researched=true
/c game.player.force.research_queue_enabled = true
</syntaxhighlight>


=== Enabling specific recipes ===
=== Enable faster research ===
/c game.player.force.recipes["electric-energy-interface"].enabled = true
<syntaxhighlight lang="lua">
/c game.player.force.recipes["rocket-silo"].enabled = true
/c game.player.force.laboratory_speed_modifier=1
</syntaxhighlight>
1 is normal speed, 2 is double speed 3 is triple etc.


=== Finish research immediately ===
=== Research specific technologies ===
/c for name,technology in pairs(game.player.force.technologies) do technology.researched=technology.enabled end
The internal technology names can be found in the infoboxes on their respective pages.
<syntaxhighlight lang="lua">
/c game.player.force.technologies['electric-energy-distribution-1'].researched=true
/c game.player.force.technologies['steel-processing'].researched=true
</syntaxhighlight>


== Command Line Parameters ==
=== Unresearch specific technologies ===
'''As of Game Version 0.14.21'''
The internal technology names can be found in the infoboxes on their respective pages.
<syntaxhighlight lang="lua">
/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)
</syntaxhighlight>


Command line parameters can be used to set settings in the command line before the game launches, this is useful mainly for advanced users or server hosts.
=== Enabling specific recipes ===
The internal recipe/item names can be found in the infoboxes on their respective pages.
<syntaxhighlight lang="lua">
/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
</syntaxhighlight>


General options:
=== Enable all recipes ===
  -h [ --help ]                      display help
<syntaxhighlight lang="lua">
  --version                          show version information
/c for name, recipe in pairs(game.player.force.recipes) do recipe.enabled = true end
  -v [ --verbose ]                  enable verbose logging
</syntaxhighlight>
  -c [ --config ] PATH              config file to use
  --no-log-rotation                  don't rotate log file
  --mod-directory PATH              Mod directory to use


Running options:
== Modding tools ==
  -s [ --map2scenario ] arg          map to scenario conversion
A list of the internal names of most things in the vanilla game can also be found on [[data.raw]].
  -m [ --scenario2map ] arg          scenario to map conversion
  --apply-update arg                immediately apply update package
  --create FILE                      create a new map
  --map-gen-settings FILE            Map generation settings for use with
                                    --create. See data/map-gen-settings.exampl
                                    e.json
  --start-server FILE                start a multiplayer server
  --start-server-load-scenario FILE  start a multiplayer server and load the
                                    specified scenario
  --start-server-load-latest        start a multiplayer server and load the
                                    latest available save
  --until-tick TICK                  run a save until given map tick
  --mp-connect ADDRESS              start factorio and connect to address
  --load-game FILE                  start Factorio and load a game in
                                    singleplayer
  --benchmark FILE                  load save and run benchmark
  --benchmark-ticks N (=1,000)      number of ticks for benchmarking. Default
                                    is 1000
  --force-opengl                    use OpenGL for rendering
  --force-d3d                        use Direct3D for rendering


Server options:
=== Access a mod's data ===
  --port N                          network port to use
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:
  --bind ADDRESS[:PORT]              IP address (and optionally port) to bind
<syntaxhighlight lang="lua">
                                    to
/c __rso-mod__ game.player.print(serpent.dump(global))
  --rcon-port N                      Port to use for RCON
</syntaxhighlight>
  --rcon-password PASSWORD          Password for RCON
  --server-settings FILE            Path to file with server settings. See
                                    data/server-settings.example.json


=== Multiplayer ===
=== Print to console the tile under the player ===
<syntaxhighlight lang="lua">
/c game.player.print(game.player.surface.get_tile(game.player.position).name)
</syntaxhighlight>


   --start-server SAVE
=== Write all researched technologies to file ===
<syntaxhighlight lang="lua">
/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)
</syntaxhighlight>


Will start a Headless (Dedicated) server, with no GUI.
=== Write all enabled recipes to file ===
 
<syntaxhighlight lang="lua">
  --mp-connect ADDRESS
/c local list = {}
ADDRESS is the IP:port of the remote host. Port is optional.
for _, recipe in pairs(game.player.force.recipes) do
Examples:
if recipe.enabled then
 
    list[#list+1] = recipe.name
   ./factorio --mp-connect 192.168.1.101
   end
  ./factorio --mp-connect 192.168.1.101:2345
end
game.write_file("recipes.lua", serpent.block(list) .. "\n", true)
</syntaxhighlight>


As above, port can be specified by placing the port number after a colon in the address.
=== 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]].


  --map2scenario SAVE
<syntaxhighlight lang="lua">
Converts a save game to a User Scenario, allows saved game state to be loaded into map editor. Assuming that save game name is "foo.zip", executing './factorio --map2scenario s1' will result in Factorio loading, opening the save file, and saving the scenario into the scenario folder.
/c game.write_file("mods.txt", serpent.block(game.active_mods))
</syntaxhighlight>


== See also ==
== See also ==


* [[Command line parameters]]
* http://lua-api.factorio.com/latest/ - Factorio API reference for latest version
* http://lua-api.factorio.com/latest/ - Factorio API reference for latest version
* http://lua-api.factorio.com/ - links to specific versions of API reference
[[Category:Console]]

Latest revision as of 02:28, 25 July 2022

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