Search found 217 matches
- Tue Aug 18, 2026 12:34 am
- Forum: Pending
- Topic: [2.1.14] Combinators use weird localisation key
- Replies: 2
- Views: 135
[2.1.14] Combinators use weird localisation key
Turns out that the combinators use "gui-mod-info.description" to render the "Description" text next to the little pen when a description is set. This came as a surprise, I would have expected something like (non-existent) "gui-edit-label.description".
- Thu Jul 23, 2026 9:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.1.12] on MacOS, numpad keys send navigation inputs
- Replies: 6
- Views: 758
Re: [2.1.12] on MacOS, numpad keys send navigation inputs
I can confirm that this still exist on 2.1.12 (MacOS 26.5.2 with an external keyboard that has a numpad)
left is the numkey, right is what the game shows when trying to assign as a shortcut:
0 => Insert
1 => End
2 => Down
3 => Page Down
4 => Left
5 => Clear
6 => Right
7 => Home
8 => Up
9 => Page ...
left is the numkey, right is what the game shows when trying to assign as a shortcut:
0 => Insert
1 => End
2 => Down
3 => Page Down
4 => Left
5 => Clear
6 => Right
7 => Home
8 => Up
9 => Page ...
- Wed Jul 15, 2026 1:02 pm
- Forum: Not a bug
- Topic: [2.0.76] calling create_entity with fast_replace = true
- Replies: 6
- Views: 591
Re: [2.0.76] calling create_entity with fast_replace = true
I'm working on a similar problem. My solution will actually be to detect when an upgrade is happening, and reutilize (or upgrade) the sub-entities in place within the entity-created event, instead of destroying and recreating them.
Yes, it is possible to work around it, but it introduces a ton ...
- Tue Jul 14, 2026 8:09 pm
- Forum: Not a bug
- Topic: [2.0.76] calling create_entity with fast_replace = true
- Replies: 6
- Views: 591
Re: [2.0.76] calling create_entity with fast_replace = true
I understand that but it requires cooperation from the mod to register the entity and the events are fired in the wrong order.
apply_update fires the destroy event first, then the create event. When using on_object_destroyed, it fires the create event first, then on_object_destroyed. Without the ...
apply_update fires the destroy event first, then the create event. When using on_object_destroyed, it fires the create event first, then on_object_destroyed. Without the ...
- Tue Jul 14, 2026 3:55 pm
- Forum: Not a bug
- Topic: [2.0.76] calling create_entity with fast_replace = true
- Replies: 6
- Views: 591
Re: [2.0.76] calling create_entity with fast_replace = true
Hi,
Thanks for the response. I assumed that these are two code paths. However, from a mod author PoV, these are “replace one entity with another” operations that look different.
Would it be possible to add that additional event or is that a major change? Because it would make life for a lot of ...
Thanks for the response. I assumed that these are two code paths. However, from a mod author PoV, these are “replace one entity with another” operations that look different.
Would it be possible to add that additional event or is that a major change? Because it would make life for a lot of ...
- Sat Jul 04, 2026 8:22 pm
- Forum: Modding help
- Topic: [2.1.7 / 2.0.77] What inventory does a loader interact with
- Replies: 2
- Views: 282
Re: [2.1.7 / 2.0.77] What inventory does a loader interact with
Thanks for the explanation.
- Sat Jul 04, 2026 7:50 pm
- Forum: Modding help
- Topic: [2.1.7 / 2.0.77] What inventory does a loader interact with
- Replies: 2
- Views: 282
[2.1.7 / 2.0.77] What inventory does a loader interact with
The LuaEntity attribute `loader_container` says: "The container entity this loader is pointing at/pulling from depending on the LuaEntity::loader_type, if any.". However, a loader can interact with entities that have more than one inventory (e.g. a assembly machine or a furnace). How can I find out ...
- Thu Jul 02, 2026 8:19 pm
- Forum: Modding help
- Topic: [2.1.9] Changes for technology localisation?
- Replies: 0
- Views: 143
[2.1.9] Changes for technology localisation?
I just received this message on the console:
Screenshot 2026-07-02 at 13.17.05.png
However, I have the appropriate localisations in my mod:
[technology-name]
hps__ml-turbo-miniloader=Turbo miniloader
[technology-description]
hps__ml-turbo-miniloader=A turbo miniloader. Can keep up with turbo ...
Screenshot 2026-07-02 at 13.17.05.png
However, I have the appropriate localisations in my mod:
[technology-name]
hps__ml-turbo-miniloader=Turbo miniloader
[technology-description]
hps__ml-turbo-miniloader=A turbo miniloader. Can keep up with turbo ...
- Tue Jun 30, 2026 9:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.8] Crash with LuaDebugAdapter when updating breakpoints
- Replies: 6
- Views: 567
Re: [2.1.8] Crash with LuaDebugAdapter
I have not been able to crash 2.1.9 with FMTK 2.1.4, even doing some debug actions that crashed 2.1.7/2.1.8 right away. So 2.1.9 is a big improvement.
Thank you @justarandomgeek and everyone at Wube for your hard work.
Thank you @justarandomgeek and everyone at Wube for your hard work.
- Sat Jun 27, 2026 4:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.8] Crash with LuaDebugAdapter when updating breakpoints
- Replies: 6
- Views: 567
Re: [2.1.8] Crash with LuaDebugAdapter
I was editing a migration file that had a breakpoint in it and at some point I renamed the file (from foo.lua to bar.lua). So the foo.lua was gone (and your explanation make sense, if it tried to revalidate the breakpoint in foo.lua, it would fail).
- Sat Jun 27, 2026 5:25 am
- Forum: Resolved Problems and Bugs
- Topic: [2.1.8] Crash with LuaDebugAdapter when updating breakpoints
- Replies: 6
- Views: 567
[2.1.8] Crash with LuaDebugAdapter when updating breakpoints
Had the game sitting under the debugger on a breakpoint for a while, editing some of the source code files.
Then moving cursor out of vscode, game crashed immediately.
Then moving cursor out of vscode, game crashed immediately.
- Fri Jun 26, 2026 8:56 pm
- Forum: Not a bug
- Topic: [2.1.7] mod load path caching problems?
- Replies: 6
- Views: 566
Re: [2.1.7] mod load path caching problems?
I resolved this and my takeaway is “don’t add a metatable to a global object”.
I moved everything inside my code to be locals and only expose as globals when I require my code in (by returning a function which can return multiple values) and then do
GlobalA, GlobalB = require(‘my-code’)()
Sure ...
I moved everything inside my code to be locals and only expose as globals when I require my code in (by returning a function which can return multiple values) and then do
GlobalA, GlobalB = require(‘my-code’)()
Sure ...
- Fri Jun 26, 2026 2:33 am
- Forum: Not a bug
- Topic: [2.1.7] mod load path caching problems?
- Replies: 6
- Views: 566
Re: [2.1.7] mod load path caching problems?
If you don't want to dig into mods but use a smaller reproducer, use the two attached mods.
- Fri Jun 26, 2026 2:21 am
- Forum: Not a bug
- Topic: [2.1.7] mod load path caching problems?
- Replies: 6
- Views: 566
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 ...
- Thu Jun 25, 2026 7:44 am
- Forum: Not a bug
- Topic: [2.1.7] mod load path caching problems?
- Replies: 6
- Views: 566
[2.1.7] mod load path caching problems?
This is a change between 2.0 and 2.1.
In a number of my mods, I use a mechanism where I dynamically load files based on the presence of other mods. The relevant code is here: https://github.com/hgschmie/factorio-core-libs/blob/main/framework/other-mods.lua
When I install two of my mods that use ...
In a number of my mods, I use a mechanism where I dynamically load files based on the presence of other mods. The relevant code is here: https://github.com/hgschmie/factorio-core-libs/blob/main/framework/other-mods.lua
When I install two of my mods that use ...
- Tue Jun 23, 2026 7:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.7] undocumented LuaTrain changes
- Replies: 1
- Views: 318
[2.1.7] undocumented LuaTrain changes
It seems that LuaTrain lost get_contents(), get_fluid_contents() and get_schedule() (LuaSchedule being fully unsupported now?) but there was nothing in the release notes about this.
Is the “official way” to get train contents to just enumerate wagons or is there a different/better way? Given that ...
Is the “official way” to get train contents to just enumerate wagons or is there a different/better way? Given that ...
- Sat Jun 20, 2026 11:29 pm
- Forum: Modding discussion
- Topic: [2.0.77] "Drop Near" / "Drop Far" messages on settings pasting
- Replies: 5
- Views: 397
Re: [2.0.77] "Drop Near" / "Drop Far" messages on settings pasting
It is not a mod problem. There is nothing in the code that would create those messages; this comes out of the engine.
This looks exactly like the "cidl-drop-near" message from ChangeInserterDropLane .
Yes, you are correct. Sorry for the noise. Turns out that mod snuck into my testing/debug ...
- Sat Jun 20, 2026 10:28 pm
- Forum: Modding discussion
- Topic: [2.0.77] "Drop Near" / "Drop Far" messages on settings pasting
- Replies: 5
- Views: 397
Re: [2.0.77] "Drop Near" / "Drop Far" messages on settings pasting
It is not a mod problem. There is nothing in the code that would create those messages; this comes out of the engine.
- Sat Jun 20, 2026 1:31 am
- Forum: Modding discussion
- Topic: [2.0.77] "Drop Near" / "Drop Far" messages on settings pasting
- Replies: 5
- Views: 397
[2.0.77] "Drop Near" / "Drop Far" messages on settings pasting
Copy and pasting settings from an entity to another (the underlying entity is an inserter):
I found no reference what that means. Some left-over debug message?
I found no reference what that means. Some left-over debug message?
- Fri Jun 19, 2026 10:31 pm
- Forum: Modding help
- Topic: [2.0.77] stacking entities and rendering
- Replies: 0
- Views: 163
[2.0.77] stacking entities and rendering
So I have this hybrid entity, which is stacking a loader and an inserter on top of each other.
Generally it seems to work ok, except when it comes to wire connections. And at this point, I ran out of ideas.
This is what I see in the game:
Screenshot 2026-06-19 at 15.07.40.png
On the right ...
Generally it seems to work ok, except when it comes to wire connections. And at this point, I ran out of ideas.
This is what I see in the game:
Screenshot 2026-06-19 at 15.07.40.png
On the right ...