I’d consider “mark it clearly in the docs” a reasonable outcome. I spent quite some time chasing this and trying to reproduce the problem.
Another possible fix would be “only ever return string keys” but I understand that this would break some existing mods.
Search found 140 matches
- Mon Sep 15, 2025 8:54 pm
- Forum: Resolved Requests
- Topic: [2.0.64] LuaGuiElement.add woes with sparse arrays?
- Replies: 11
- Views: 763
- Sun Sep 14, 2025 11:51 pm
- Forum: Not a bug
- Topic: [2.0.66] Train Manager does not calculate path from departure station
- Replies: 2
- Views: 357
Re: [2.0.66] Train Manager does not calculate path from departure station
So it seems there is an explanation to the behavior but I still think it is kind of a bug. The station in question looks like this:
Screenshot 2025-09-14 at 16.43.36.png
There are two rails. One straight rail that the station is connected to and a curved rail that connects (on the left side) to ...
Screenshot 2025-09-14 at 16.43.36.png
There are two rails. One straight rail that the station is connected to and a curved rail that connects (on the left side) to ...
- Sun Sep 14, 2025 8:59 pm
- Forum: Not a bug
- Topic: [2.0.66] Train Manager does not calculate path from departure station
- Replies: 2
- Views: 357
[2.0.66] Train Manager does not calculate path from departure station
So I have a train. The train is departing a station (wait_station -> on_the_track) and has a path (and a path_end_rail, but not a path_end_station):
Screenshot 2025-09-14 at 08.52.06.png
If I ask the train manager to calculate the path for the train itself, it works fine:
game.train_manager ...
Screenshot 2025-09-14 at 08.52.06.png
If I ask the train manager to calculate the path for the train itself, it works fine:
game.train_manager ...
- Sat Sep 13, 2025 10:10 pm
- Forum: Not a bug
- Topic: [2.0.66] event state 'wait_station' never fired when changing schedule in an event handler
- Replies: 3
- Views: 368
Re: [2.0.66] event state 'wait_station' never fired when changing schedule in an event handler
<sad>, but not super-surprised. I assumed it would be something like this. Thank you for the thorough explanation, this helps me a lot to understand how the game sends events.
Let me see if I can figure out a workaround for my use-case.
(I don't think there is a way for a mod to register a ...
Let me see if I can figure out a workaround for my use-case.
(I don't think there is a way for a mod to register a ...
- Sat Sep 13, 2025 5:44 am
- Forum: Not a bug
- Topic: [2.0.66] event state 'wait_station' never fired when changing schedule in an event handler
- Replies: 3
- Views: 368
[2.0.66] event state 'wait_station' never fired when changing schedule in an event handler
I have two mods. Let's call them "Logistic Train Network" and "Train Tracker". Both listen to `on_train_changed_state`.
When a train stops at a station (transition from `arrive_station` to `wait_station`), the first mod (Logistic Train Network) receives an event with `old_state` = 5 (arrive_station ...
When a train stops at a station (transition from `arrive_station` to `wait_station`), the first mod (Logistic Train Network) receives an event with `old_state` = 5 (arrive_station ...
- Fri Sep 12, 2025 5:41 pm
- Forum: Already exists
- Topic: [2.0.66] Find outstanding requests / requests in flight for an entity (chest)
- Replies: 4
- Views: 543
Re: [2.0.66] Find outstanding requests / requests in flight for an entity (chest)
Cool, thanks! This is a part of the lua api that I have not yet ventured into. I think this is what I was looking for.
- Tue Sep 09, 2025 7:00 pm
- Forum: Already exists
- Topic: [2.0.66] Find outstanding requests / requests in flight for an entity (chest)
- Replies: 4
- Views: 543
Re: [2.0.66] Find outstanding requests / requests in flight for an entity (chest)
I had a user asking whether it is possible to expose that information to the circuit network (https://github.com/hgschmie/factorio-inventory-sensor-improved/issues/4) and I started poking around to see whether this information is available.
I guess having a way to ask a requester or buffer chest ...
I guess having a way to ask a requester or buffer chest ...
- Tue Sep 09, 2025 1:53 am
- Forum: Modding help
- Topic: [2.0.66] on_pre_build flip_horizontal and flip_vertical
- Replies: 0
- Views: 256
[2.0.66] on_pre_build flip_horizontal and flip_vertical
for a mod, I intercept the "on_pre_build" event so that I can correct information if a blueprint is placed that contains some of my entities. That event contains the direction in which all following entities are built (direction) and also flags whether the blueprint has been flipped horizontally or ...
- Sat Sep 06, 2025 10:07 pm
- Forum: Already exists
- Topic: [2.0.66] Find outstanding requests / requests in flight for an entity (chest)
- Replies: 4
- Views: 543
[2.0.66] Find outstanding requests / requests in flight for an entity (chest)
I was looking for a simple way to find out for a requester or buffer chest how many items are currently "in flight" to be delivered.
Basically programmatic access to this information:
Is that possible?
Basically programmatic access to this information:
Is that possible?
- Sun Aug 24, 2025 4:39 am
- Forum: Releases
- Topic: Version 2.0.65
- Replies: 5
- Views: 9752
Re: Version 2.0.65
Thanks for the explanation. Also demonstrates that the forum search function is useless (nothing turns up at search.php?keywords=respect_insert_limits)
- Sat Aug 23, 2025 8:11 pm
- Forum: Releases
- Topic: Version 2.0.65
- Replies: 5
- Views: 9752
Re: Version 2.0.65
This sounds interesting. What does it do? There is no information in the API docs besides "that exists now".
- Tue Aug 19, 2025 8:17 pm
- Forum: Resolved Requests
- Topic: [2.0.64] LuaGuiElement.add woes with sparse arrays?
- Replies: 11
- Views: 763
Re: [2.0.64] LuaGuiElement.add woes with sparse arrays?
Yes. Sorry for not being clearer in the original post, it was late at night. 
The “numeric key becomes a string key” is the problem/bug.

The “numeric key becomes a string key” is the problem/bug.
- Tue Aug 19, 2025 7:34 pm
- Forum: Resolved Requests
- Topic: [2.0.64] LuaGuiElement.add woes with sparse arrays?
- Replies: 11
- Views: 763
Re: [2.0.64] LuaGuiElement.add woes with sparse arrays?
You can not reproduce this by using the lua command line or the debugger console; it is specific to LuaGuiElement.add and tags.
- Tue Aug 19, 2025 7:32 pm
- Forum: Resolved Requests
- Topic: [2.0.64] LuaGuiElement.add woes with sparse arrays?
- Replies: 11
- Views: 763
Re: [2.0.64] LuaGuiElement.add woes with sparse arrays?
Ok, lets slow down and reiterate. When i run following command:
/c
local foo = { [3] = "onSort inside foo" }
game.print(serpent.line(foo))
game.print(foo[3])
local bar = { [1] = "onSort inside bar" }
game.print(serpent.line(bar))
game.print(bar[1])
local qux = { "onSort inside qux ...
- Tue Aug 19, 2025 7:10 pm
- Forum: Resolved Requests
- Topic: [2.0.64] LuaGuiElement.add woes with sparse arrays?
- Replies: 11
- Views: 763
Re: [2.0.64] LuaGuiElement.add woes with sparse arrays?
While I agree with the "it is all user space interpretation", the surprising part (and the bug IMHO) is that one should be able to expect to read back from the table what you wrote. So when I create a new LuaGuiElement with tags:
child = parent.add {
...
tags = {
xxx = {
[defines.events.on ...
child = parent.add {
...
tags = {
xxx = {
[defines.events.on ...
- Tue Aug 19, 2025 6:11 am
- Forum: Resolved Requests
- Topic: [2.0.64] LuaGuiElement.add woes with sparse arrays?
- Replies: 11
- Views: 763
[2.0.64] LuaGuiElement.add woes with sparse arrays?
consider this code:
local handler = {
[defines.events.on_gui_checked_state_changed] = 'onSort',
}
local child = element.add {
type = 'checkbox',
...
tags = {
value = sort_value,
entity_type = entity_type,
handler = handler,
},
}
Looking at this in the debugger shows this:
Screenshot ...
local handler = {
[defines.events.on_gui_checked_state_changed] = 'onSort',
}
local child = element.add {
type = 'checkbox',
...
tags = {
value = sort_value,
entity_type = entity_type,
handler = handler,
},
}
Looking at this in the debugger shows this:
Screenshot ...
- Tue Aug 19, 2025 5:52 am
- Forum: Modding help
- Topic: [2.0.64] tabbed-pane width changing per-tab?
- Replies: 2
- Views: 370
Re: [2.0.64] tabbed-pane width changing per-tab?
Thanks. I expected as much. I won't bother reimplementing. 

- Sun Aug 17, 2025 4:51 am
- Forum: Modding help
- Topic: [2.0.64] tabbed-pane width changing per-tab?
- Replies: 2
- Views: 370
[2.0.64] tabbed-pane width changing per-tab?
I have a mod with a GUI window whose main component is a tabbed-pane. In each tab, there is a vertical frame that contains a scroll pane, which in turn contains a table.
Each of these scroll panes may have a different width. However, the window only resizes on the scroll pane in the first tab. Any ...
Each of these scroll panes may have a different width. However, the window only resizes on the scroll pane in the first tab. Any ...
- Thu Aug 14, 2025 7:06 pm
- Forum: Minor issues
- Topic: [2.0.64] Rich text icons get underlined
- Replies: 4
- Views: 603
Re: [2.0.64] Rich text icons get underlined
Thanks for looking into this. I agree, it is a minor issue.
- Thu Aug 14, 2025 7:04 pm
- Forum: Duplicates
- Topic: [2.0.64] Locomotive Fuel Tab visibility is inconsistent in remote view
- Replies: 1
- Views: 262
[2.0.64] Locomotive Fuel Tab visibility is inconsistent in remote view
- Open the map view, find a train on the map. Zoom in on the train, click on the locomotive
=> The fuel tab is selectable
Screenshot 2025-08-14 at 12.00.19.png
- Open the locomotive GU directly (e.g. through the train view)
=> The fuel tab is grayed out
Screenshot 2025-08-14 at 12.01.14.png ...
=> The fuel tab is selectable
Screenshot 2025-08-14 at 12.00.19.png
- Open the locomotive GU directly (e.g. through the train view)
=> The fuel tab is grayed out
Screenshot 2025-08-14 at 12.01.14.png ...