Search found 33 matches
- Tue May 20, 2025 3:38 am
- Forum: Modding interface requests
- Topic: Add field Count to TechnologyTriggers
- Replies: 6
- Views: 516
Re: Add field Count to TechnologyTriggers
I'm sorry but Petra's request of recipe-specific tracking was not part of the original post (craft already has count field). Does it mean Mine/Send/Build cannot have a count field as well?
- Thu May 15, 2025 5:34 am
- Forum: Modding interface requests
- Topic: Add field Count to TechnologyTriggers
- Replies: 6
- Views: 516
Add field Count to TechnologyTriggers
Hello,
I would like to request if it would be possible to add field `count` (optional, default to 1) to prototypes of TechnologyTrigger::MineEntityTechnologyTrigger and TechnologyTrigger::SendItemToOrbitTechnologyTrigger, and TechnologyTrigger::BuildEntityTechnologyTrigger ...
I would like to request if it would be possible to add field `count` (optional, default to 1) to prototypes of TechnologyTrigger::MineEntityTechnologyTrigger and TechnologyTrigger::SendItemToOrbitTechnologyTrigger, and TechnologyTrigger::BuildEntityTechnologyTrigger ...
- Tue May 13, 2025 1:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.47] Crash undoing cargo-wagon deconstruction from map view (LogisticCellCharger::updateChargingSpots)
- Replies: 2
- Views: 1488
- Fri May 09, 2025 6:17 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.47] Crash undoing cargo-wagon deconstruction from map view (LogisticCellCharger::updateChargingSpots)
- Replies: 2
- Views: 1488
[Genhis][2.0.47] Crash undoing cargo-wagon deconstruction from map view (LogisticCellCharger::updateChargingSpots)
Hello,
I would like to report a crash to desktop when undoing a marking for deconstruction of a cargo wagon while in map view. This happened in multiplayer but I tested & reproduced it perfectly in single player as well.
Steps to reproduce it
0. Open the provided save " Wagon_Crash " provided in ...
I would like to report a crash to desktop when undoing a marking for deconstruction of a cargo wagon while in map view. This happened in multiplayer but I tested & reproduced it perfectly in single player as well.
Steps to reproduce it
0. Open the provided save " Wagon_Crash " provided in ...
- Tue Mar 04, 2025 8:51 pm
- Forum: Gameplay Help
- Topic: Shared charts and radar behaviors
- Replies: 2
- Views: 446
Re: Shared charts and radar behaviors
Forwarding a reply by Rseding just FYI on this topic: the engine skips charting if a force has no players, which explains why on my single player tests all those entities didnt chart any:
The chunks are still marked as to-be-charted but the actual chart is not scanned if there are no players on ...
The chunks are still marked as to-be-charted but the actual chart is not scanned if there are no players on ...
- Tue Feb 25, 2025 8:09 pm
- Forum: Gameplay Help
- Topic: Shared charts and radar behaviors
- Replies: 2
- Views: 446
Re: Shared charts and radar behaviors
I'm attaching a save of Factorio v2.0.35 with the test example of this, as well as a screenshot: https://imgur.com/a/pQaTfqd
- Mon Feb 24, 2025 7:58 pm
- Forum: Gameplay Help
- Topic: Shared charts and radar behaviors
- Replies: 2
- Views: 446
Shared charts and radar behaviors
Hello, I have a few questions about shared charts and built-in radar behaviors in 2.0.
My issue is: when dealing with multiple forces, that have LuaForce::share_chart set to true, some entities share their charting area, while others dont. Here's my tests.
Case A : same force.
- These entities ...
My issue is: when dealing with multiple forces, that have LuaForce::share_chart set to true, some entities share their charting area, while others dont. Here's my tests.
Case A : same force.
- These entities ...
- Mon Jan 27, 2025 9:50 pm
- Forum: Modding interface requests
- Topic: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
- Replies: 9
- Views: 580
Re: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
One possible improvement would be adding a build_check_type to create_entity which would allow you to merge the can_place_entity and create_entity calls. This would roughly half the cost because can_place_entity internally does *almost* the same thing as create_entity, but it then throws it all ...
- Mon Jan 27, 2025 9:15 pm
- Forum: Modding interface requests
- Topic: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
- Replies: 9
- Views: 580
Re: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
Alright, thanks for taking the time to check and profile it 

- Mon Jan 27, 2025 9:08 pm
- Forum: Modding interface requests
- Topic: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
- Replies: 9
- Views: 580
Re: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
Like I could check for can_place before adding the new entity data to the array, and then just pass the array to the API.
- Mon Jan 27, 2025 9:06 pm
- Forum: Modding interface requests
- Topic: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
- Replies: 9
- Views: 580
Re: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
The check for `can_create` can be removed with another code example and in any application where I already know I can (or must force to) place the entity. Main question is if an hypothetical
surface.create_entities(entities)
would save any non-irrelevant amount of time compared to
for ...
surface.create_entities(entities)
would save any non-irrelevant amount of time compared to
for ...
- Mon Jan 27, 2025 8:07 pm
- Forum: Modding interface requests
- Topic: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
- Replies: 9
- Views: 580
Re: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
Sure. Here's a simple code to reproduce what a scenario normally does to create a custom map:
- Mon Jan 27, 2025 2:22 pm
- Forum: Modding interface requests
- Topic: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
- Replies: 9
- Views: 580
Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
Hello,
I would like to ask if adding these APIs would actually benefit game performance by reducing the number of API calls from mods:
LuaSurface::create_entity --> LuaSurface::create_entities
LuaSurface:set_tiles --> LuaSurface::set_hidden_tiles, LuaSurface::set_double_hidden_tiles
I would like to ask if adding these APIs would actually benefit game performance by reducing the number of API calls from mods:
LuaSurface::create_entity --> LuaSurface::create_entities
LuaSurface:set_tiles --> LuaSurface::set_hidden_tiles, LuaSurface::set_double_hidden_tiles
- Thu Dec 19, 2024 11:48 am
- Forum: Already exists
- Topic: [2.0.27] Allow LuaEntity::get_recipe() for 'furnace'
- Replies: 2
- Views: 590
Re: [2.0.27] Allow LuaEntity::get_recipe() for 'furnace'
Yup, sorry.
I got misled by "get_recipe(): Can only be used if this is CraftingMachine" and "previous_recipe: Can only be used if this is Furnace" and assumed it wasnt derived to child class.
Topic is already solved, thanks!

I got misled by "get_recipe(): Can only be used if this is CraftingMachine" and "previous_recipe: Can only be used if this is Furnace" and assumed it wasnt derived to child class.
Topic is already solved, thanks!
- Thu Dec 19, 2024 11:33 am
- Forum: Already exists
- Topic: [2.0.27] Allow LuaEntity::get_recipe() for 'furnace'
- Replies: 2
- Views: 590
[2.0.27] Allow LuaEntity::get_recipe() for 'furnace'
Hi,
I've encountered this issue with my mod Factory Efficiency Tracker (https://mods.factorio.com/mod/factory-efficiency-tracker).
When reading an entity's recipe, there's "get_recipe()" if type is "crafting-machine" and "previous_recipe" if type is "furnace".
However, a furnace starting crafting ...
I've encountered this issue with my mod Factory Efficiency Tracker (https://mods.factorio.com/mod/factory-efficiency-tracker).
When reading an entity's recipe, there's "get_recipe()" if type is "crafting-machine" and "previous_recipe" if type is "furnace".
However, a furnace starting crafting ...
- Mon Dec 09, 2024 2:28 pm
- Forum: Pending
- Topic: [2.0.24] Crash with rcon (TileHighlightHelperData::renderTileHighlights)
- Replies: 3
- Views: 399
Re: [2.0.24] Crash with rcon (TileHighlightHelperData::renderTileHighlights)
Other said they may have been holding bricks
- Mon Dec 09, 2024 2:16 pm
- Forum: Pending
- Topic: [2.0.24] Crash with rcon (TileHighlightHelperData::renderTileHighlights)
- Replies: 3
- Views: 399
Re: [2.0.24] Crash with rcon (TileHighlightHelperData::renderTileHighlights)
One of them said he could have been holding an offshore pump from map view (maybe a ghost of an offshore pump)
- Mon Dec 09, 2024 12:41 pm
- Forum: Pending
- Topic: [2.0.24] Crash with rcon (TileHighlightHelperData::renderTileHighlights)
- Replies: 3
- Views: 399
[2.0.24] Crash with rcon (TileHighlightHelperData::renderTileHighlights)
Hello,
I'm hosting a multiplayer game on a dedicated server, map has been running for 50-60 hours already with no issues so far.
This morning I had 2 regular players of the server crash to desktop just when rejoining the game. The game crashed only on their side, in those 2 separate occasions ...
I'm hosting a multiplayer game on a dedicated server, map has been running for 50-60 hours already with no issues so far.
This morning I had 2 regular players of the server crash to desktop just when rejoining the game. The game crashed only on their side, in those 2 separate occasions ...
- Thu Nov 28, 2024 10:39 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.22] Cannot place landfill over shallow/mud water tiles
- Replies: 2
- Views: 3609
[Lou][2.0.22] Cannot place landfill over shallow/mud water tiles
Issue:
- player CANNOT place landfill tiles on top of "water-shallow" or "water-mud" tiles
- it CAN place landfill on top of regular water, deep water, green water...
I checked with 1.1, and confirmed that in 1.1 it was instead possible to landfill shallow/mud water tiles.
Collision mask for ...
- player CANNOT place landfill tiles on top of "water-shallow" or "water-mud" tiles
- it CAN place landfill on top of regular water, deep water, green water...
I checked with 1.1, and confirmed that in 1.1 it was instead possible to landfill shallow/mud water tiles.
Collision mask for ...
- Sun Oct 27, 2024 8:43 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.11] LuaGame::merge_forces causes inventory losses in space platforms
- Replies: 2
- Views: 978
[Genhis][2.0.11] LuaGame::merge_forces causes inventory losses in space platforms
Hi, here's a bug I think I found when using different forces.
Issue: when merging forces, spaceship hubs don't account for connected cargo bays increasing their inventory size for a split second, resulting in inventories being trimmed and items lost during the process.
Expected behavior: account ...
Issue: when merging forces, spaceship hubs don't account for connected cargo bays increasing their inventory size for a split second, resulting in inventories being trimmed and items lost during the process.
Expected behavior: account ...