Search found 10 matches
- Fri Oct 03, 2025 7:46 am
- Forum: Not a bug
- Topic: Deconstruction planner set to delete item request slot does not delete item requests in ghost entities
- Replies: 3
- Views: 248
Re: Deconstruction planner set to delete item request slot does not delete item requests in ghost entities
Is it possible to use a deconstruction planner to remove item request ghosts from ghost entities at all, then? If not, then I would like if that were made possible, perhaps by adding a "Ghost item request slot" thingy to the deconstruction planner's icon pickers.
- Thu Oct 02, 2025 7:50 pm
- Forum: Not a bug
- Topic: Deconstruction planner set to delete item request slot does not delete item requests in ghost entities
- Replies: 3
- Views: 248
Deconstruction planner set to delete item request slot does not delete item requests in ghost entities
Reproduction:
1. Create a deconstruction planner, set it to whitelist, add "Item request slot" to its whitelist.
2. Create a ghost entity (for example, a ghost gun turret)
3. Add a request to the ghost entity (for example, 10 magazines)
4. Target the ghost entity with the deconstruction planner ...
1. Create a deconstruction planner, set it to whitelist, add "Item request slot" to its whitelist.
2. Create a ghost entity (for example, a ghost gun turret)
3. Add a request to the ghost entity (for example, 10 magazines)
4. Target the ghost entity with the deconstruction planner ...
- Wed Mar 19, 2025 5:00 am
- Forum: 1 / 0 magic
- Topic: [2.0.41] Crash deleting ghosts next to space platform
- Replies: 2
- Views: 366
Re: [2.0.41] Crash deleting ghosts next to space platform
The game crashed again, this time while not interacting with any ghosts. I was just looking at a space platform inventory.
- Wed Mar 19, 2025 4:39 am
- Forum: 1 / 0 magic
- Topic: [2.0.41] Crash deleting ghosts next to space platform
- Replies: 2
- Views: 366
[2.0.41] Crash deleting ghosts next to space platform
I was building a space platform and copy-pasted a section of it off to the side of the platform so that I could copy it again later. The pasted section wasn't touching the main platform, so it couldn't be built. The game crashed as I dragged a deconstruction planner over the ghosts.
Log file is ...
Log file is ...
- Fri Sep 13, 2024 4:47 am
- Forum: 1 / 0 magic
- Topic: [1.1.110] Crash on save while editing combinator settings (Inserter::save)
- Replies: 1
- Views: 545
[1.1.110] Crash on save while editing combinator settings (Inserter::save)
This crash occurred in a fairly heavily modded save. Attached is the log file from the crash. I was changing a decider combinator's conditions and an autosave occurred, followed by a crash, I think. I don't know what else was happening contemporaneously in the factory.
This is a link to the most ...
This is a link to the most ...
- Sat Feb 10, 2024 11:10 pm
- Forum: 1 / 0 magic
- Topic: [1.1.104] Crash opening OBS (sdl_windowsopengl.c (864): WIN_GL_SwapWindow)
- Replies: 2
- Views: 944
Re: [1.1.104] Crash opening OBS (sdl_windowsopengl.c (864): WIN_GL_SwapWindow)
Thanks for the response. I definitely had `force-opengl=true` in the config.ini file, but at this point I've forgotten why. I'll set that to false and run it with DirectX.
- Sat Feb 10, 2024 5:54 am
- Forum: 1 / 0 magic
- Topic: [1.1.104] Crash opening OBS (sdl_windowsopengl.c (864): WIN_GL_SwapWindow)
- Replies: 2
- Views: 944
[1.1.104] Crash opening OBS (sdl_windowsopengl.c (864): WIN_GL_SwapWindow)
I was playing Factorio multiplayer with the Space Exploration modset, hosting, with one other player joined. I had show-time-usage open and opened OBS, a video recording program, then Factorio crashed to desktop. I've included a link to the save file, saved by my friend who was joined (player ...
- Thu Nov 23, 2023 6:32 am
- Forum: Implemented mod requests
- Topic: Raise events when trains are removed
- Replies: 1
- Views: 885
Raise events when trains are removed
I have a mod which displays information about trains. This information is updated whenever trains are created, split, enter or exit manual mode, and in a few other scenarios. However, it's not currently possible to tell whether a train has been completely removed due to its last rolling stock being ...
- Tue Oct 24, 2023 10:12 pm
- Forum: Modding interface requests
- Topic: Raise events when train stop limits are changed
- Replies: 1
- Views: 763
Raise events when train stop limits are changed
I'd like it if it were possible for mods to react to train stop limits changing. I imagine this would raise an event with the associated train stop, the old limit, and the new limit. This would be useful for a mod that I am working on but have not yet released.
- Mon Aug 01, 2022 2:19 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.63] Crash Invalid sound progress value (SoundInstanceSDL::setPlayingProgress)
- Replies: 8
- Views: 5463
[1.1.63] Game crashed with no visible immediate cause
Log and save file attached. Playing with a moderately large number of mods (screenshots of modlist attached), the game crashed. At that moment I was inside a Locomotive 3. I wasn't interacting with the keyboard/mouse. I had a minute or two prior placed a nanoassembler 2 with the recipe "Grass ...