i've submitted a couple patches to help investigate this in more detail (or if we're lucky, maybe just fix it)
mods, if we could adjust the title to "Crash with LuaDebugAdapter when updating breakpoints"
Search found 314 matches
- Sun Jun 28, 2026 3:20 am
- Forum: Bug Reports
- Topic: [2.1.8] Crash with LuaDebugAdapter
- Replies: 3
- Views: 178
- Sat Jun 27, 2026 3:34 pm
- Forum: Bug Reports
- Topic: [2.1.8] Crash with LuaDebugAdapter
- Replies: 3
- Views: 178
Re: [2.1.8] Crash with LuaDebugAdapter
Very strange. It looks like you caused a SetBreakpoints request, which then failed at a completely nonsensical spot as it was looking for the corresponding known source file to (re)validate those breakpoints. Can you tell me more about what you were doing before this happened?
- Fri Jun 26, 2026 5:30 pm
- Forum: Not a bug
- Topic: [2.1.7] mod load path caching problems?
- Replies: 6
- Views: 293
Re: [2.1.7] mod load path caching problems?
i said this on discord yesterday, but just to have it on the record here in the thread: my conclusion is that require is working as intended and that this was a bug in the mod lua that had merely been hidden by previous quirks of loading that no longer apply, and that the fix is for the mod lua to ...
- Fri Jun 26, 2026 2:26 am
- Forum: Not a bug
- Topic: [2.1.7] mod load path caching problems?
- Replies: 6
- Views: 293
Re: [2.1.7] mod load path caching problems?
in 2.0 the package.loaded cache got reset to an earlier state between each top level data stage file, it appears this is no longer the case and it is now more like normal require caching behavior (the main deviation from upstream behavior now is the use of resolved name rather than requested name ...
- Thu Jun 25, 2026 10:52 pm
- Forum: Not a bug
- Topic: [2.1.7] mod load path caching problems?
- Replies: 6
- Views: 293
Re: [2.1.7] mod load path caching problems?
in inventory sensor data-updates, you do:
require('lib.init')
Framework.post_data_updates_stage()
`lib.init` resolves correctly but is already cached from your earlier call in data, so it does nothing, and you discard the returned reference. You then call into the global var Framework, which ...
require('lib.init')
Framework.post_data_updates_stage()
`lib.init` resolves correctly but is already cached from your earlier call in data, so it does nothing, and you discard the returned reference. You then call into the global var Framework, which ...
- Thu Jun 25, 2026 12:15 am
- Forum: Resolved Problems and Bugs
- Topic: [2.1.7] Crash viewing particular planet backdrops (PlatformBackdropRenderLogic::renderPlanet)
- Replies: 2
- Views: 197
Re: [2.1.7] Crash viewing particular planet backdrops (PlatformBackdropRenderLogic::renderPlanet)
yeah i was waiting for it to be merged (which it now has been) to confirm that it's fixed for next release 
- Sun Dec 28, 2025 6:34 pm
- Forum: Resolved Requests
- Topic: LuaEntity::neighbours incorrect dict type
- Replies: 1
- Views: 483
LuaEntity::neighbours incorrect dict type
the dict type option for LuaEntity::neighbours is listed as dictionary[string → array[LuaEntity]], but it appears all the dict-shaped results are actually dictionary[string → LuaEntity]
- Mon Nov 17, 2025 10:05 pm
- Forum: Not a bug
- Topic: [2.0.72] Rocket Silo max inventory index 11 vs 12
- Replies: 1
- Views: 547
[2.0.72] Rocket Silo max inventory index 11 vs 12
get_max_inventory_index() on a rocket silo returns 12, but get_inventory(12) seems to always be nil, and the largest defined index is 11:
fuel=1
rocket_silo_input=crafter_input=2
rocket_silo_output=crafter_output=3
rocket_silo_modules=crafter_modules=4
unnamed =5
burnt_result=6
crafter_trash=8 ...
fuel=1
rocket_silo_input=crafter_input=2
rocket_silo_output=crafter_output=3
rocket_silo_modules=crafter_modules=4
unnamed =5
burnt_result=6
crafter_trash=8 ...
- Mon Nov 17, 2025 9:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] Rocket Silo inventory index 5 has no defines.inventory/name
- Replies: 1
- Views: 570
[2.0.72] Rocket Silo inventory index 5 has no defines.inventory/name
get_inventory(5) on a rocket silo returns an inventory, but that inventory has an empty `name`, and there is no corresponding defines.inventory value. From discussion with Bilka, this seems to be `rocketInventoryIndex`, the inventory of the attached cargo pod.
- Tue Nov 04, 2025 6:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] Crash and weirdness with game.simulation.write (BlueprintLibraryGui::rebuildGui)
- Replies: 3
- Views: 856
Re: [2.0.72] Crash and weirdness with game.simulation.write (BlueprintLibraryGui::rebuildGui)
Just to confirm, the other pr (#7998 re: LuaPlayer.blueprints) does not in fact fix this - but i don't understand this one enough to do anything more helpful
- Tue Aug 12, 2025 4:50 pm
- Forum: Documentation Improvement Requests
- Topic: Package Load Preference
- Replies: 0
- Views: 773
Package Load Preference
https://lua-api.factorio.com/latest/aux ... cture.html
would be nice to specify the preference when multiple packages of the same mod exist (zipped/unzipped) which one will be loaded
would be nice to specify the preference when multiple packages of the same mod exist (zipped/unzipped) which one will be loaded
- Wed Jul 09, 2025 6:33 pm
- Forum: Modding discussion
- Topic: is https://github.com/Rseding91/Factorio-Lua up to date?
- Replies: 7
- Views: 1933
Re: is https://github.com/Rseding91/Factorio-Lua up to date?
It is now. thank you. also it seems that i cant compile it? it says that trio.h is not found? is there a dependency im missing or something?
we use https://daniel.haxx.se/projects/trio/ for a printf that actually works correctly on every platform (which, amazingly, is not something you can ...
- Thu Nov 07, 2024 7:49 pm
- Forum: Documentation Improvement Requests
- Topic: Use overload signatures where possible instead of union return types
- Replies: 1
- Views: 795
Use overload signatures where possible instead of union return types
for example, https://lua-api.factorio.com/latest/classes/LuaEntity.html#get_logistic_point could trivially be a function with two overloads: fun():LuaLogisticPoint, fun(index):dictionary, and we could in turn generate overload tags for LuaLS to correctly determine which return it got from a given ...
- Wed Oct 23, 2024 3:21 pm
- Forum: Resolved Requests
- Topic: The 'quality' field is not documented for SignalID
- Replies: 3
- Views: 1304
Re: The 'quality' field is not documented for SignalID
in the mean time, SignalFilter is probably the type you're actually looking for!
- Fri Dec 08, 2023 6:16 am
- Forum: Development tools
- Topic: Workaround for broken mouse click functionality when debugging Factorio in a mouse event
- Replies: 2
- Views: 3323
Re: Workaround for broken mouse click functionality when debugging Factorio in a mouse event
If anyone has any suggestions for how I can detect, from the debugger (in TS), that this has occurred (or is likely to occur in a given environment), i can also offer to set the setting for the future.
- Sun Nov 26, 2023 12:31 am
- Forum: Documentation Improvement Requests
- Topic: Specify key type for index[] operators
- Replies: 0
- Views: 833
Specify key type for index[] operators
The runtime classes with index[] operators currently only specify the values returned by that operator, not the key types to use with it. LuaLS tags require a key type for these as well, which i'm currently filling in with special cases.
- Sat Oct 28, 2023 2:03 pm
- Forum: Resolved Requests
- Topic: Incorrect formatting for `__base__` in `FileName`
- Replies: 1
- Views: 981
Incorrect formatting for `__base__` in `FileName`
https://lua-api.factorio.com/latest/types/FileName.html has `base` in bold, instead of in code tags with underscores
- Wed May 31, 2023 4:10 pm
- Forum: Development tools
- Topic: Factorio Modding Tool Kit: Debugging, LSP for Locale and Changelog, Packaging and more
- Replies: 1
- Views: 7937
Factorio Modding Tool Kit: Debugging, LSP for Locale and Changelog, Packaging and more
FMTK provides a growing collection of tools for VSCode and other editors. It is available as a VSCode Extension , and a standalone npm cli tool
Tools include:
Debugging, with breakpoints, stepping, variable inspection etc (for any DAP-compatible editor)
JSON Validation of various files ...
Tools include:
Debugging, with breakpoints, stepping, variable inspection etc (for any DAP-compatible editor)
JSON Validation of various files ...
- Sat Mar 11, 2023 4:58 pm
- Forum: Modding help
- Topic: Setting Up a Dev Environment
- Replies: 4
- Views: 3917
- Thu Dec 08, 2022 3:01 am
- Forum: Mod portal Discussion
- Topic: [Public] Mod images API
- Replies: 3
- Views: 2602
Re: [Public] Mod images API
What's the lifetime of an image that is uploaded and then un-referenced?
Could we have a flag for "hidden"/unlisted images in the gallery to not be shown in the image-strip on the mod page, for use in the markdown description/faq pages?
Could we have a flag for "hidden"/unlisted images in the gallery to not be shown in the image-strip on the mod page, for use in the markdown description/faq pages?