Search found 244 matches

by hgschmie
Wed Sep 30, 2026 7:30 pm
Forum: Bug Reports
Topic: [2.1.20] Debugger jumps forward when changing breakpoints
Replies: 1
Views: 153

Re: [2.1.20] Debugger jumps forward when changing breakpoints

FWIW, this is not specific to vscode. I can get the same behavior in IntelliJ as well. This is a video from an intellij session where I actually crashed the game (no dap log captured here, need to figure out how the intellij dap adapter does that).

As this is not from vscode, I don't expect this to ...
by hgschmie
Wed Sep 30, 2026 7:24 pm
Forum: Bug Reports
Topic: [2.1.20] Debugger jumps forward when changing breakpoints
Replies: 1
Views: 153

[2.1.20] Debugger jumps forward when changing breakpoints

When debugging code, sometimes execution jumps forward while adding or removing breakpoints. The behavior is not deterministic, I seen it most with breakpoints in early runtime stage (on_init, on_load, on_configuration_changed).

attached is a video, game log and dap log from a session where this ...
by hgschmie
Fri Sep 25, 2026 4:39 pm
Forum: News
Topic: Friday Facts #447 - Factorio that you can touch
Replies: 45
Views: 7881

Re: Friday Facts #447 - Factorio that you can touch

Amazing, thank you!

Now, combinators! We need combinators. And (I guess it is controversial because you live in the home town of prusa), any chance to get colored .3mf files? I can see people starting to recolor those but with real multicolor printing starting to become real, it would be great to ...
by hgschmie
Wed Sep 23, 2026 5:33 am
Forum: Modding interface requests
Topic: [2.1.20] Allow hiding the "Surface List" GUI when remote viewing
Replies: 2
Views: 196

Re: [2.1.20] Allow hiding the "Surface List" GUI when remote viewing

Osmo wrote: Wed Sep 23, 2026 1:38 am This already exists as part of game view settings https://lua-api.factorio.com/latest/con ... rface_list
Thanks for pointing this out; as this is per-player it might work for me (need to test it).
by hgschmie
Tue Sep 22, 2026 11:55 pm
Forum: Modding interface requests
Topic: [2.1.20] Allow hiding the "Surface List" GUI when remote viewing
Replies: 2
Views: 196

[2.1.20] Allow hiding the "Surface List" GUI when remote viewing

(this is very loosely related to the "Allow placing GUI elements relative to the "Surface List" GUI" threads)

I have a mod where clicking on an entity may bring you to a remote view of a specific surface. I only want to show that surface and not allow navigating away. But I can't see a way to turn ...
by hgschmie
Tue Sep 15, 2026 5:38 pm
Forum: Modding interface requests
Topic: god controller inventory
Replies: 0
Views: 143

god controller inventory

(I have done some research and looked at the various threads over the years about the various controllers inventory but have not found a good answer)

Scenario: I have an entity that, when clicked, opens a different surface to allow building. Similar to what Factorissimo does. That gives me three ...
by hgschmie
Tue Sep 15, 2026 4:54 pm
Forum: Won't implement
Topic: [2.1.17] Add type to BuildEntityTechnologyTrigger
Replies: 3
Views: 283

Re: [2.1.17] Add type to BuildEntityTechnologyTrigger

It took me a bit to understand how this jumped to locale. If I understand you correctly, this is because there can be "hidden" entities of a specific type and if they get built, you would need the locale to display the "technology researched" message, right?

Anyway, thanks for explaining; the ...
by hgschmie
Mon Sep 14, 2026 9:57 pm
Forum: Modding help
Topic: Limit craftable items temporarily
Replies: 1
Views: 187

Limit craftable items temporarily

I am playing around with a mod that moves a player temporarily to a different surface in god mode. In that situation, I want the player only to be able to craft a few specific items, not everything that they have researched.

I was looking into ways to temporarily restrict which items can be ...
by hgschmie
Mon Sep 14, 2026 8:38 pm
Forum: Won't implement
Topic: [2.1.17] Add type to BuildEntityTechnologyTrigger
Replies: 3
Views: 283

[2.1.17] Add type to BuildEntityTechnologyTrigger

currently, a technology can be unlocked by building a specific entity. This leads to problems if e.g. the unlock is by building a roboport but some mod have changed the available roboport types (and removed the default game roboport).

It should be possible to unlock a technology by building ...
by hgschmie
Mon Sep 14, 2026 8:27 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.17] Hidden Technology becomes visible once it is triggered
Replies: 3
Views: 778

Re: [2.1.17] Hidden Technology becomes visible once it is triggered

- Place the attached "Warehousing_1.1.1.zip" in your mods folder.
- Load the attached "hidden test" map. This should contain only the base game, the Warehousing mod and EditorExtensions

- Open the tech tree and look for Warehousing. There should be the base Warehousing researched and two logistics ...
by hgschmie
Sat Sep 05, 2026 9:31 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.17] Debugger does not load correct source file when stepping
Replies: 7
Views: 757

Re: [2.1.17] Debugger does not load correct source file when stepping

Factorio 2.1.17
FMTK 2.1.9
VSCode 1.136.1

- clone https://github.com/hgschmie/factorio-miniloader-redux.git into "miniloader-redux" in your mod folder. Checkout the 2.2.1 tag
- open the mod code in vscode.
- put a breakpoint on line 178 in scripts/event-setup.lua

- create a new game under the ...
by hgschmie
Sat Sep 05, 2026 8:21 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.17] Debugger does not load correct source file when stepping
Replies: 7
Views: 757

Re: [2.1.17] Debugger does not load correct source file when stepping

Tell me what you need and I can provide it. I can do a full screen video if needed. It is one of two issues I have with FMTK right now.

The log is from the session where I took the screenshots. If you say it does not match, maybe that is the problem.
by hgschmie
Sat Sep 05, 2026 5:31 pm
Forum: Modding help
Topic: How to make a mod bugfix for 2.0 after releasing a 2.1 version?
Replies: 2
Views: 245

Re: How to make a mod bugfix for 2.0 after releasing a 2.1 version?

The portal is just a list of releases. It shows the latest release in the changelog bit you can release in any order. I do it all the time. E.g. https://mods.factorio.com/mod/electric- ... /downloads
by hgschmie
Sat Sep 05, 2026 7:21 am
Forum: Resolved Problems and Bugs
Topic: [2.1.17] Debugger does not load correct source file when stepping
Replies: 7
Views: 757

[2.1.17] Debugger does not load correct source file when stepping

FMTK 2.1.9

Stepping (using F7) through a mod. After receiving a `on_pre_player_mined_item` event, the debugger stops on this breakpoint:

Screenshot 2026-09-04 at 23.59.46.png

This code lives in "scripts/controller.lua", lines 233-241:

Screenshot 2026-09-05 at 00.00.06.png

Pressing F7 should ...
by hgschmie
Sat Sep 05, 2026 6:54 am
Forum: Not a bug
Topic: [2.1.17] Can't modify variables when debugging
Replies: 1
Views: 200

[2.1.17] Can't modify variables when debugging

It used to be possible to modify the values of variables (locals, globals etc.) in the debugger by right-clicking in the Variables section in vscode. Using FMTK 2.1.9 and Factorio 2.1.17 however, it looks like this:

Screenshot 2026-09-04 at 23.53.23.png

It is still possible to do so in the Debug ...
by hgschmie
Fri Sep 04, 2026 2:16 pm
Forum: Not a bug
Topic: [2.1.17] BuildEntityFilter only matches on entity name
Replies: 2
Views: 252

Re: [2.1.17] BuildEntityFilter only matches on entity name

Probably should be a modding request (add an entity_type field).
by hgschmie
Thu Sep 03, 2026 10:48 pm
Forum: Not a bug
Topic: [2.1.17] BuildEntityFilter only matches on entity name
Replies: 2
Views: 252

[2.1.17] BuildEntityFilter only matches on entity name

I can unlock a technology by requiring the user to build a specific entity, but I can not do so on a specific entity type. This may lead to soft-locks if e.g. a trigger depends on "roboport" but some mod removed roboport and replaced them with "foo-roboport". It would be nice if BuildEntityFilter ...
by hgschmie
Thu Sep 03, 2026 10:43 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.17] Hidden Technology becomes visible once it is triggered
Replies: 3
Views: 778

[2.1.17] Hidden Technology becomes visible once it is triggered

Consider this technology prototype:


{
type = "technology",
name = "secret-gate",
hidden = true,
research_trigger = {
type = "build-entity",
entity = "roboport"
}
}


This works fine and the technology is not visible in the tech tree (so I can have other technology depend on it which in ...
by hgschmie
Thu Aug 27, 2026 4:00 am
Forum: Resolved Problems and Bugs
Topic: [2.1.14] Crash under debugger, reproducible
Replies: 6
Views: 700

Re: [2.1.14] Crash under debugger, reproducible

Did this fix make it into 2.1.17? There was no mentioning of it in the release notes.
by hgschmie
Tue Aug 25, 2026 8:54 pm
Forum: Modding interface requests
Topic: [2.1.16] CircuitConnectorSprites rendering
Replies: 0
Views: 166

[2.1.16] CircuitConnectorSprites rendering

First thank you for adding this to 2.1.15! For the first time, I am able to draw the connectors for my miniloaders correctly by moving the connectors to the right layer!

However, it seems that the shadows don't move with them.

Screenshot 2026-08-25 at 13.52.03.png


local inserter_connector ...

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