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[DO] Allow lamps to be built on ore - #1581

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grilledham merged 3 commits into
Refactorio:developfrom
lex:danger-ores-allow-lamps
Aug 14, 2026
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[DO] Allow lamps to be built on ore#1581
grilledham merged 3 commits into
Refactorio:developfrom
lex:danger-ores-allow-lamps

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@lex

@lex lex commented Aug 13, 2026

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Player request, quoting: "Pls make lamps be placeable on ore in danger ores, so I don't have to squint my eyes looking at the ground".

A lamp is about the only thing that fixes a dark ore field, and the ore rule refused it. It takes no ground the factory wants and gives away no logistics — it just makes the map legible at night.

Whitelisted by type in config/vanilla_allowed_entities.lua, like everything else in that list, so modded lamps are covered too.

Verified in game

On DO/Chessboard, Factorio 2.0.77:

  • a lamp placed on ore survives
  • an assembling machine placed on ore is still destroyed and refunded
  • AllowedEntities.is_allowed reports the lamp as allowed

One thing to decide

config/safety_ores.lua requires this same list and inverts its meaning, so lamps also become buildable off ore on DO/Safety-Ores. I left that in — it serves the same "let me see the ground" intent and gives no logistics advantage — but it is a behaviour change on a second map, so it should be a maintainer call. Opting out is one line in that file:

allowed_types['lamp'] = nil

🤖 Generated with Claude Code

Player request: the ore field is hard to read at night, and a lamp was the one
obvious fix that the rule refused. Lamps take no ground the factory wants and
give away no logistics, they just make the map legible.

Whitelisted by type, like everything else in this list, so modded lamps are
covered too. Verified in game on DO/Chessboard: a lamp placed on ore survives,
an assembling machine on ore is still destroyed and refunded.

Safety Ores reuses this list with inverted meaning, so lamps also become
buildable off ore there. That is consistent with the same intent; a
`allowed_types['lamp'] = nil` line in config/safety_ores.lua opts it out if
that is not wanted.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

@grilledham grilledham left a comment

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Ok, don't see why not. But in all honestly I thought the maps were always day 😅.

One minor comment though.

Comment on lines +16 to +17
-- Lamps light the ore field you are standing on; they take no ground the factory
-- wants and give nothing away, they just make the map readable at night.

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Not sure if the comment adds anything here.

@lex

lex commented Aug 14, 2026

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Some history, since this request only makes sense against it: Danger Ores did not always have a night.

always_day = true came in with the refactor in #1447 (2024-11-22), so for over a year the ore field was permanently lit and there was nothing to squint at. It was flipped to false in #1547 (2026-02-23) — changelog entry dated 2026-02-18, "[DO] Turn OFF always day mode":

-    always_day = true,
+    always_day = false,

So this is not a new preference so much as fallout from that flip: since February the map has had a day/night cycle, while the one entity that fixes darkness was still refused by the ore rule. Players could light everything except the ore they were standing on.

Worth noting for anyone weighing the change: the presets that opt out of the cycle set DOC.game.always_day = false explicitly (Xmas Tree, Safety Ores), so this does not interact with them either way.

lex and others added 2 commits August 14, 2026 08:39
Review feedback: nothing else in this list justifies itself per entry, only
the category headers.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
@grilledham
grilledham merged commit 05f89de into Refactorio:develop Aug 14, 2026
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2 participants