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Factorio Commands
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/c for k,v in pairs(game.player.cursor_stack.cost_to_build) do | |
game.player.print(k .. ": " .. v) | |
end |
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/c | |
for _,p in pairs(game.players) do | |
p.opened=nil | |
p.opened_gui_type=nil | |
end |
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/c game.players[1].surface.create_entity{name = "biter-spawner", position = {game.players[1].position.x+10,game.players[1].position.y+10}} | |
-- Useful for adding aliens to a world that started without any |
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-- add this at the end of control.lua inside a save for extra commands | |
commands.add_command("teleport", "teleports to a position near the selected entity", function(e) | |
local player = game.players[e.player_index] | |
local sel = player.selected | |
if sel and player.character then | |
player.teleport(player.surface.find_non_colliding_position(player.character.prototype.name, sel.position, 0, 0.25),player.surface) | |
end | |
end) | |
commands.add_command("sudo", "silently runs commands, without disabling acheivements", function(e) | |
local player = game.players[e.player_index] | |
local func = loadstring(e.parameter) | |
local status,err = pcall(func) | |
if status then | |
else | |
player.print("Error running command: " .. err) | |
end | |
end) |
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/c for _,item in pairs(game.player.surface.find_entities_filtered{name='item-on-ground'}) do if item.stack.name=='alien-artifact' then item.destroy() end end |
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/c print=game.player.cursor_stack; | |
ents = print.get_blueprint_entities() | |
for i,ent in pairs(ents) do | |
if ent.connections then | |
for j,conn in pairs(ent.connections) do | |
local temp = conn.red | |
conn.red = conn.green | |
conn.green = temp | |
end | |
end | |
end | |
print.set_blueprint_entities(ents) | |
-- This will flip the wire colors of a print held in the players hand |
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/c for _,ent in pairs(game.player.surface.find_entities_filtered{name='rocket-silo'}) do game.player.print("X:" .. ent.position.x .. " Y:" .. ent.position.y) end |
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/c for _, entity in ipairs(game.player.surface.find_entities_filtered{ area={{game.player.position.x-10, game.player.position.y-10}, {game.player.position.x+10, game.player.position.y+10}}}) do game.print(entity.name) end |
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/c | |
local surface=game.player.surface | |
local basepos=game.player.position | |
local size=64 | |
local tiles={} | |
for x=-size,size do | |
for y=-size,size do | |
local prevtile = surface.get_tile(basepos.x+x,basepos.y+y) | |
if prevtile.name == "concrete" and prevtile.hidden_tile then | |
table.insert(tiles,{name=prevtile.hidden_tile,position={basepos.x+x,basepos.y+y}}) | |
end | |
end | |
end | |
surface.set_tiles(tiles) |
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/c print=game.player.cursor_stack; | |
ents = print.get_blueprint_entities() | |
for i,ent in pairs(ents) do | |
if ent.name="express-belt" then | |
ent.name="fast-belt" | |
end | |
end | |
print.set_blueprint_entities(ents) |
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/c print=game.player.cursor_stack; | |
local offset = {x=10, y=10) | |
ents = print.get_blueprint_entities() | |
for i,ent in pairs(ents) do | |
ent.position.x = ent.position.x + offset.x | |
ent.position.y = ent.position.y + offset.y | |
end | |
print.set_blueprint_entities(ents) | |
tiles = print.get_blueprint_tiles() | |
for i,ent in pairs(tiles) do | |
tiles.position.x = tiles.position.x + offset.x | |
tiles.position.y = tiles.position.y + offset.y | |
end | |
print.set_blueprint_tiles(tiles) |
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