poking around at this some more trying to reconstruct the specific events - i have been unable to reproduce a crash now (and the checkstack fixes in 2.1.13 may very well have fixed it, iirc you said it was less reproducible after that), but more specifically what occurred is this:
1. while in a ...
Search found 322 matches
- Thu Aug 06, 2026 1:17 am
- Forum: Bug Reports
- Topic: [2.1.12] Crash using debugger while save is being loaded after script assert
- Replies: 2
- Views: 421
- Wed Jul 29, 2026 2:56 pm
- Forum: Bug Reports
- Topic: [2.1.12] Crash using debugger while save is being loaded after script assert
- Replies: 2
- Views: 421
Re: [2.1.12] Crash using debugger while save is being loaded after script assert
a quick look suggests this is the checkstack thing again, in another variation
- Sun Jul 19, 2026 9:25 pm
- Forum: Not a bug
- Topic: [2.1.11] Entering hexadecimal numbers to number fields does not correctly handle sign
- Replies: 5
- Views: 622
Re: [2.1.11] Entering hexadecimal numbers to number fields does not correctly handle sign
fwiw, you can still (and always could) enter the sign bit/minint as its actual value, -0x80000000
- Fri Jul 17, 2026 7:44 pm
- Forum: Mod portal Discussion
- Topic: [Mod Portal] Wrong number of dependencies
- Replies: 4
- Views: 411
Re: [Mod Portal] Wrong number of dependencies
edit: in the hover for "Default"
nevermind i didn't read close enough
- Sun Jul 05, 2026 4:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.9] Crash in helpers.recv_udp(0) with headless server
- Replies: 2
- Views: 324
Re: [2.1.9] Crash in helpers.recv_udp(0) with headless server
- Sun Jul 05, 2026 3:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.9] Crash in helpers.recv_udp(0) with headless server
- Replies: 2
- Views: 324
Re: [2.1.9] Crash in helpers.recv_udp(0) with headless server
i believe this is distinct from those linked crashes, i will be looking into this deeper shortly; i think it should be a relatively easy fix, but i have to set up some quick tests first to verify i've understood the situation!
- Thu Jul 02, 2026 9:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.9] Freeze when confirming mod selection while debugger is attached
- Replies: 1
- Views: 324
Re: [2.1.9] Freeze when confirming mod selection while debugger is attached
it looks like it requested the restart for the mod changes, but some curl task was not yet completed, and failed to cancel
- Tue Jun 30, 2026 3:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.8] Crash with LuaDebugAdapter when updating breakpoints
- Replies: 6
- Views: 570
Re: [2.1.8] Crash with LuaDebugAdapter
please try this again with factorio 2.1.9 / fmtk 2.1.4 - if it still crashes, i'd also like the DAP trace log you get from adding "trace":true to the launch.json options while reproing
- Sun Jun 28, 2026 3:20 am
- Forum: Resolved Problems and Bugs
- Topic: [2.1.8] Crash with LuaDebugAdapter when updating breakpoints
- Replies: 6
- Views: 570
Re: [2.1.8] Crash with LuaDebugAdapter
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"
mods, if we could adjust the title to "Crash with LuaDebugAdapter when updating breakpoints"
- Sat Jun 27, 2026 3:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.8] Crash with LuaDebugAdapter when updating breakpoints
- Replies: 6
- Views: 570
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: 568
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: 568
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: 568
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: 280
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: 546
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: 653
[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: 649
[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: 1017
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: 822
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: 2110
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 ...