I randomly opened a 2.0 savefile in 2.1 and got this crash.
To reproduce please ignore all mods without 2.1 release, I did the same.
I don't know why this specific save file crashes, I tried a save from a few hours later and that loaded fine.
Py had some breaking changes in the 2.1 release ...
Search found 91 matches
- Thu Jul 09, 2026 6:23 pm
- Forum: Bug Reports
- Topic: [2.1.9] Crash loading save (Entity::militaryTargetUpdateChunk)
- Replies: 0
- Views: 140
- Fri Jun 26, 2026 4:41 am
- Forum: Implemented mod requests
- Topic: [2.1.8] Stack inserters not possible without rocket capacity spam in tooltips
- Replies: 1
- Views: 208
[2.1.8] Stack inserters not possible without rocket capacity spam in tooltips
Stack inserters are currently guarded by the space_travel feature flag, so it is not possible to have those juicy inserters or mining drills without each and every item having the rocket capacity in the tooltip. space_travel should not include random things, there is a new expansion feature flag for ...
- Tue Jun 23, 2026 9:26 pm
- Forum: Modding interface requests
- Topic: Need a way to keep track of ghosts that are build using robots
- Replies: 6
- Views: 589
Re: Need a way to keep track of ghosts that are build using robots
for the interested: the new on_blueprint_settings_pasted event allowed me to get rid of the blueprint manipulation library
- Tue Jun 09, 2026 3:48 pm
- Forum: Modding interface requests
- Topic: LuaEntity::get_fluid_source_fluid should work with tile ghosts
- Replies: 0
- Views: 130
LuaEntity::get_fluid_source_fluid should work with tile ghosts
When using waterfill mod to build some water tile ghosts and add an offshore pump ghost, get_fluid_source_fluid returns nil.
I'd prefer to to have a way to make this work with tile ghosts (maybe optionally), otherwise I have to resort to use get_fluid_source_tile and do all the calculations myself ...
I'd prefer to to have a way to make this work with tile ghosts (maybe optionally), otherwise I have to resort to use get_fluid_source_tile and do all the calculations myself ...
- Sat May 23, 2026 6:35 am
- Forum: Bug Reports
- Topic: [2.0.77] Trouble updating mods with new dependencies
- Replies: 0
- Views: 298
[2.0.77] Trouble updating mods with new dependencies
If you have "Automatically enable new mods" disabled, the process of updating mods can lead to mods not loading correctly.
Scenario:
mod A 1.0 (installed and active)
mod A 2.0 (newer version available on mod portal)
mod B 1.0 (available on mod portal, was never installed before, required dependency ...
Scenario:
mod A 1.0 (installed and active)
mod A 2.0 (newer version available on mod portal)
mod B 1.0 (available on mod portal, was never installed before, required dependency ...
- Sun May 10, 2026 3:07 pm
- Forum: Not a bug
- Topic: [2.0.76] Inserter order disturbed by mod update
- Replies: 1
- Views: 284
[2.0.76] Inserter order disturbed by mod update
Normally multiple inserters (A,B) on the same building move in alternating order, (ABABABAB...). After a mod update the game forgot where it was end I ended up with ABABA A BABAB...
This might sound like a minor bug to you, but in my circumstances it is pretty big. I'm playing Ultracube, and ...
This might sound like a minor bug to you, but in my circumstances it is pretty big. I'm playing Ultracube, and ...
- Sat May 09, 2026 4:43 pm
- Forum: Modding interface requests
- Topic: Need a way to keep track of ghosts that are build using robots
- Replies: 6
- Views: 589
Re: Need a way to keep track of ghosts that are build using robots
Status update: I got it working, see https://mods.factorio.com/mod/sw-entity-tracker
The tracking in action can be found here: https://mods.factorio.com/mod/sw-rates- ... /changelog
However, I will gladly simplify the functionality if the API is changed according to what I proposed.
The tracking in action can be found here: https://mods.factorio.com/mod/sw-rates- ... /changelog
However, I will gladly simplify the functionality if the API is changed according to what I proposed.
- Sat May 09, 2026 2:57 pm
- Forum: Modding interface requests
- Topic: Need a way to keep track of ghosts that are build using robots
- Replies: 6
- Views: 589
Re: Need a way to keep track of ghosts that are build using robots
Add an event for when entities change due to a blueprint being pasted. This could be much larger than just changes in tags - also control behavior, modules, ...
You can use Blueprint manipulation library to achieve this. It has a function that maps blueprint entities to the entities they ...
- Sat May 09, 2026 2:50 pm
- Forum: Modding interface requests
- Topic: Need a way to keep track of ghosts that are build using robots
- Replies: 6
- Views: 589
Re: Need a way to keep track of ghosts that are build using robots
... however when the ghosts are build by construction bots I lose track of them (the entity has a new unit_number).
They do not have new unit numbers. The same unit number of the entity while in ghost form is used when built by robots. You simply aren't reading the actual entity unit number ...
- Sat May 09, 2026 11:44 am
- Forum: Modding interface requests
- Topic: Need a way to keep track of ghosts that are build using robots
- Replies: 6
- Views: 589
Need a way to keep track of ghosts that are build using robots
With my mod a player can select entities (including ghosts), and then configure stuff. Currently I store the unit_number of the selected entities, however when the ghosts are build by construction bots I lose track of them (the entity has a new unit_number). So when working with a ghost build that ...
- Sat May 09, 2026 7:14 am
- Forum: Resolved Requests
- Topic: LuaRecord read-only information
- Replies: 1
- Views: 242
LuaRecord read-only information
From https://lua-api.factorio.com/latest/classes/LuaRecord.html
Records in the "my blueprints" shelf are read-only, but records in the "game blueprints" shelf are read/write.
I'm absolutely able to modify records in "my blueprints" inside the on_player_setup_blueprint event. Is this piece of ...
Records in the "my blueprints" shelf are read-only, but records in the "game blueprints" shelf are read/write.
I'm absolutely able to modify records in "my blueprints" inside the on_player_setup_blueprint event. Is this piece of ...
- Sun May 03, 2026 3:48 pm
- Forum: Resolved Requests
- Topic: 404 on "Direction" link from prototype explorer
- Replies: 1
- Views: 203
404 on "Direction" link from prototype explorer
click at Direction (here seen on pipe) leads to 404 (https://lua-api.factorio.com/latest/typ ... ction.html), please change
- Sat Apr 11, 2026 6:34 am
- Forum: Technical Help
- Topic: Performance in map view
- Replies: 4
- Views: 715
Re: Performance in map view
Maybe alt-mode was the wrong technical term, I meant the recipe icons in map view. They make such a huge difference when trying to visually find stuff, so I don't really want to disable those.
Unfortunately they cost performance in map view even if zoomed in and I don't see a single one of those ...
Unfortunately they cost performance in map view even if zoomed in and I don't see a single one of those ...
- Fri Apr 10, 2026 8:56 pm
- Forum: Technical Help
- Topic: Performance in map view
- Replies: 4
- Views: 715
Re: Performance in map view
I did some testing, and you are right, disabling all map view options did help. Unfortunately it's difficult to live without ALT-mode in map view, and that option was responsible for the largest part of the extra update time.
Really sad that I have to pay that performance cost even when zoomed in ...
Really sad that I have to pay that performance cost even when zoomed in ...
- Fri Apr 10, 2026 4:59 am
- Forum: Technical Help
- Topic: Performance in map view
- Replies: 4
- Views: 715
Performance in map view
I have a very large base (100x science multiplier) where every bit of performance matters. Nowadays I mostly work from map view, but going into map view (looking at the same location with the same zoom) causes ~1.7ms of update time continuously, which is already 10% of the available budget. Since I ...
- Fri Apr 10, 2026 4:46 am
- Forum: Technical Help
- Topic: Performance issue with trains and unreachable train stops
- Replies: 0
- Views: 436
Performance issue with trains and unreachable train stops
I have a very large base (100x science multiplier) using vanilla trains using parameters (2.7k trains, 2.9k stations).
Vanilla trains go to a loading station (all named the same), then go to an unloading station based on its cargo content using the item parameter.
Everything runs fine (just enough ...
Vanilla trains go to a loading station (all named the same), then go to an unloading station based on its cargo content using the item parameter.
Everything runs fine (just enough ...
- Thu Dec 11, 2025 6:39 pm
- Forum: Ideas and Suggestions
- Topic: Simplify item logistics when recipe has an item both as ingredient and product
- Replies: 0
- Views: 492
Simplify item logistics when recipe has an item both as ingredient and product
TL;DR
Why is it so complex to feed products back into the machine?
What?
I'd like machines to pull from their output inventory (and maybe also trash inventory) when consuming ingredients. Inserters responsible for input/output can easily be wired to the machine itself for controlled input ...
Why is it so complex to feed products back into the machine?
What?
I'd like machines to pull from their output inventory (and maybe also trash inventory) when consuming ingredients. Inserters responsible for input/output can easily be wired to the machine itself for controlled input ...
- Wed Dec 10, 2025 5:18 pm
- Forum: Modding interface requests
- Topic: Better support for "wind"
- Replies: 1
- Views: 456
Better support for "wind"
TL;DR
Make it easier and for mods to define wind turbines.
What?
LuaSurface currently has a few wind properties, but they only affect smoke/clouds.
Please make it possible to:
bind an electric-energy-interface to the surface's wind speed or a user-defined per-surface runtime variable. I don ...
Make it easier and for mods to define wind turbines.
What?
LuaSurface currently has a few wind properties, but they only affect smoke/clouds.
Please make it possible to:
bind an electric-energy-interface to the surface's wind speed or a user-defined per-surface runtime variable. I don ...
- Wed Dec 10, 2025 5:08 pm
- Forum: Modding interface requests
- Topic: defines.event.on_entity_crafting_complete
- Replies: 7
- Views: 3589
Re: defines.event.on_entity_crafting_complete
+1
Mods that want to do that will find a way and it will cost more performance that such an event (and might have restrictions with mod compatibility). For example using rocket silos or on-tick events with products_finished and/or crafting_progress .
This can be very restrictive, such that is has ...
Mods that want to do that will find a way and it will cost more performance that such an event (and might have restrictions with mod compatibility). For example using rocket silos or on-tick events with products_finished and/or crafting_progress .
This can be very restrictive, such that is has ...
- Wed Dec 10, 2025 4:59 pm
- Forum: Modding interface requests
- Topic: Visual portals to other surfaces
- Replies: 0
- Views: 450
Visual portals to other surfaces
TL;DR
Render a part of the map on top of the map somewhere else.
What?
Factorissimo 3 does something like this on mouse-over
12-10-2025, 17-46-12.png
However, there are some restrictions:
has problems with sizing (I had it matching previously, might be a bug in the mod, but shows how ...
Render a part of the map on top of the map somewhere else.
What?
Factorissimo 3 does something like this on mouse-over
12-10-2025, 17-46-12.png
However, there are some restrictions:
has problems with sizing (I had it matching previously, might be a bug in the mod, but shows how ...