Search found 217 matches

by hgschmie
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".
by hgschmie
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 ...
by hgschmie
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 ...
by hgschmie
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 ...
by hgschmie
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 ...
by hgschmie
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 ...
by hgschmie
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 ...
by hgschmie
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.
by hgschmie
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).
by hgschmie
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.
by hgschmie
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 ...
by hgschmie
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.
by hgschmie
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 ...
by hgschmie
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 ...
by hgschmie
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 ...
by hgschmie
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 ...
by hgschmie
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.
by hgschmie
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):
Screenshot 2026-06-19 at 18.26.03.png
Screenshot 2026-06-19 at 18.26.03.png (87.89 KiB) Viewed 397 times
I found no reference what that means. Some left-over debug message?
by hgschmie
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 ...

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