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.
Search found 209 matches
- Tue Jun 30, 2026 9:42 pm
- Forum: Bug Reports
- Topic: [2.1.8] Crash with LuaDebugAdapter
- Replies: 5
- Views: 295
- Sat Jun 27, 2026 4:29 pm
- Forum: Bug Reports
- Topic: [2.1.8] Crash with LuaDebugAdapter
- Replies: 5
- Views: 295
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: Bug Reports
- Topic: [2.1.8] Crash with LuaDebugAdapter
- Replies: 5
- Views: 295
[2.1.8] Crash with LuaDebugAdapter
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: 323
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: 323
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: 323
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: 323
[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: 239
[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: 262
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: 262
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: 262
[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: 98
[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 ...
- Tue Jun 09, 2026 4:01 pm
- Forum: Bug Reports
- Topic: [2.0.76] calling create_entity with fast_replace = true
- Replies: 0
- Views: 263
[2.0.76] calling create_entity with fast_replace = true
(Followup to my own post)
After having some discussions with @_CodeGreen, I believe that the current behavior of create_entity when fast replacing an entity is a bug. There are valid reasons to not use apply_upgrade() to upgrade an entity but use create_entity with fast replace and in that case ...
After having some discussions with @_CodeGreen, I believe that the current behavior of create_entity when fast replacing an entity is a bug. There are valid reasons to not use apply_upgrade() to upgrade an entity but use create_entity with fast replace and in that case ...
- Wed Jun 03, 2026 5:37 am
- Forum: Modding help
- Topic: Attaching relative gui to train (locomotive) GUI
- Replies: 1
- Views: 207
Attaching relative gui to train (locomotive) GUI
according to all documentation (and the interwebs), this used to work in Factorio 1.1:
-- add an anchor to the topmost frame
anchor = {
gui = defines.relative_gui_type.train_gui,
position = defines.relative_gui_position.top,
},
and then attach this to `player.gui.relative` and you can get a ...
-- add an anchor to the topmost frame
anchor = {
gui = defines.relative_gui_type.train_gui,
position = defines.relative_gui_position.top,
},
and then attach this to `player.gui.relative` and you can get a ...
- Mon Jun 01, 2026 8:23 pm
- Forum: Minor issues
- Topic: [2.0.77] ElectricEnergyInterface - inconsistent displays
- Replies: 1
- Views: 322
[2.0.77] ElectricEnergyInterface - inconsistent displays
I have an entity that is an ElectricEnergyInterface:
{
type = 'electric-energy-interface',
name = 'control-station,
energy_source = {
type = 'electric',
buffer_capacity = '400kJ',
input_flow_limit = '12250kW',
output_flow_limit = '0W',
usage_priority = 'secondary-input',
drain = '250kW ...
{
type = 'electric-energy-interface',
name = 'control-station,
energy_source = {
type = 'electric',
buffer_capacity = '400kJ',
input_flow_limit = '12250kW',
output_flow_limit = '0W',
usage_priority = 'secondary-input',
drain = '250kW ...
- Mon May 25, 2026 4:46 am
- Forum: Logistic Train Network
- Topic: LTN 2.7.0 bug: scheduler uses item count instead of priority
- Replies: 4
- Views: 438
Re: LTN 2.7.0 bug: scheduler uses item count instead of priority
Thank you. To close the loop here as well, it is not a bug: https://github.com/hgschmie/factorio-LogisticTrainNetwork/issues/65
Screenshot 2026-05-24 at 21.39.31.png
In the example, you set the depot priority for the provider station. You need to use the provide priority setting on the right ...
Screenshot 2026-05-24 at 21.39.31.png
In the example, you set the depot priority for the provider station. You need to use the provide priority setting on the right ...
- Mon May 25, 2026 1:44 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][2.0.77] Stuck with "The selected mod configuration is not valid"
- Replies: 1
- Views: 751
[Twinsen][2.0.77] Stuck with "The selected mod configuration is not valid"
Here is what I did
- developed a new mod "B". It depends on version "1.0.1" of an existing mod "A"
- have a local version of the "A that is "1.0.1" and a fallback to "1.0.0" (mod_a_1.0.0.zip while 1.0.1 lives in a directory)
- release "A" 1.0.1 to the mod portal
- remove the directory that contains ...
- developed a new mod "B". It depends on version "1.0.1" of an existing mod "A"
- have a local version of the "A that is "1.0.1" and a fallback to "1.0.0" (mod_a_1.0.0.zip while 1.0.1 lives in a directory)
- release "A" 1.0.1 to the mod portal
- remove the directory that contains ...
- Fri May 22, 2026 11:32 pm
- Forum: Modding interface requests
- Topic: [2.0.77] Allow LuaEntities representing train stops as elements in AddRecordData
- Replies: 0
- Views: 162
[2.0.77] Allow LuaEntities representing train stops as elements in AddRecordData
There are two ways of adding new records to a train schedule: a specific rail (LuaEntity), maybe refined with rail_direction or a train stop name. The former allows to exactly pinpoint where a train should go, the latter tells the train "find any station with that name and go there".
It should be ...
It should be ...
- Fri May 22, 2026 11:28 pm
- Forum: Modding interface requests
- Topic: [2.0.77] Allow adding rails on other surfaces in LuaSchedule::add_record
- Replies: 0
- Views: 149
[2.0.77] Allow adding rails on other surfaces in LuaSchedule::add_record
When trying to add a new schedule record to a LuaSchedule for a train, if the AddRecordData refers to a rail, the rail must be on the same surface as the train.
Now, this makes sense for the base game, but it makes scheduling routes that cross surfaces (e.g. LTN + Space Exploration) difficult ...
Now, this makes sense for the base game, but it makes scheduling routes that cross surfaces (e.g. LTN + Space Exploration) difficult ...
- Fri May 22, 2026 10:32 pm
- Forum: Minor issues
- Topic: [2.0.77][mac] Crash (SIGBUS)
- Replies: 4
- Views: 387
Re: [2.0.77][mac] Crash (SIGBUS)
I would have expected the engine to catch this (and maybe crash the mod) after a certain number of levels (e.g. 100 or so). The "crash straight to MacOS" was surprising.