I have additional information that hopefully will help find a solution.
- First, this bug is still present in Factorio 2.1.9.
- Second, I have come up with a very minimal reproduction. All steps require the `control.lua` I posted earlier to be enabled in a mod, which is basically just calling `set ...
Search found 22 matches
- Wed Jul 08, 2026 7:31 am
- Forum: Bug Reports
- Topic: [2.1.9] Calling `set_blueprint_entities` with the (unmodified) result of `get_blueprint_entities` can corrupt BPs
- Replies: 2
- Views: 771
- Fri Jul 03, 2026 11:48 pm
- Forum: Documentation Improvement Requests
- Topic: `get_blueprint_entity_tags` return type should be optional
- Replies: 0
- Views: 142
`get_blueprint_entity_tags` return type should be optional
The following two methods:
https://lua-api.factorio.com/latest/classes/LuaItemCommon.html#get_blueprint_entity_tags
https://lua-api.factorio.com/latest/classes/LuaRecord.html#get_blueprint_entity_tags
are documented as returning non-optional `Tags`. However, they can both return `nil` if the ...
https://lua-api.factorio.com/latest/classes/LuaItemCommon.html#get_blueprint_entity_tags
https://lua-api.factorio.com/latest/classes/LuaRecord.html#get_blueprint_entity_tags
are documented as returning non-optional `Tags`. However, they can both return `nil` if the ...
- Sat Jun 27, 2026 4:46 pm
- Forum: Not a bug
- Topic: [2.1.8] `on_blueprint_settings_pasted` not firing on some overlaps
- Replies: 2
- Views: 223
Re: [2.1.8] `on_blueprint_settings_pasted` not firing on some overlaps
Okay, I think I understand better what is going on here. I made an interface improvement request instead: viewtopic.php?t=134458
- Sat Jun 27, 2026 4:44 pm
- Forum: Modding interface requests
- Topic: `allow_blueprint_reorientation` flag/boolean for `SimpleEntityWithOwner` et al.
- Replies: 1
- Views: 182
`allow_blueprint_reorientation` flag/boolean for `SimpleEntityWithOwner` et al.
Currently, if a blueprint containing a `SimpleEntityWithOwner` is pasted over an existing `SimpleEntityWithOwner` in the world, if the `direction`s would end up being different, Factorio declines to build/red-outlines the entity.
I propose an entity-prototype-flag or boolean be added, applicable at ...
I propose an entity-prototype-flag or boolean be added, applicable at ...
- Sat Jun 27, 2026 3:34 am
- Forum: Modding interface requests
- Topic: A simple rotatable entity that supports flipped graphics
- Replies: 2
- Views: 210
Re: A simple rotatable entity that supports flipped graphics
I second the general request for a "SimpleEntityWithOwner + mirroring" entity type that represent a minimal moddable entity that has the full gamut of orientation support.
- Sat Jun 27, 2026 3:13 am
- Forum: Not a bug
- Topic: [2.1.8] `on_blueprint_settings_pasted` not firing on some overlaps
- Replies: 2
- Views: 223
[2.1.8] `on_blueprint_settings_pasted` not firing on some overlaps
Current Behavior
When a blueprinted simple-entity-with-owner stacks on top of a corresponding simple-entity-with-owner in the world, if their `direction`s aren't the same, the blueprint can't be built in the ordinary mode.
It CAN be built in forced mode (not superforce, ordinary shift force) but ...
When a blueprinted simple-entity-with-owner stacks on top of a corresponding simple-entity-with-owner in the world, if their `direction`s aren't the same, the blueprint can't be built in the ordinary mode.
It CAN be built in forced mode (not superforce, ordinary shift force) but ...
- Tue Jun 23, 2026 12:11 pm
- Forum: Resolved Requests
- Topic: [2.1.7] `LuaUndoRedoStack.get_*_item_count()` improperly removed from 2.1 docs
- Replies: 1
- Views: 156
[2.1.7] `LuaUndoRedoStack.get_*_item_count()` improperly removed from 2.1 docs
`get_undo_item_count()` and `get_redo_item_count()` (fortunately) still exist in the game but appear to have incorrectly been removed from the docs for 2.1.7
- Tue Jun 16, 2026 7:38 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.25] Custom input linked to clicking fires twice on remote view
- Replies: 8
- Views: 1603
Re: [2.0.25] Custom input linked to clicking fires twice on remote view
I do believe there is a perhaps greater bug here than the original report would indicate.
Linked input control is a red herring. The bug is that `custom-input` events linked to `mouse-button-1` (and possibly other mouse buttons or bindings though I have not explicitly tested those), exhibit ...
Linked input control is a red herring. The bug is that `custom-input` events linked to `mouse-button-1` (and possibly other mouse buttons or bindings though I have not explicitly tested those), exhibit ...
- Thu Jun 11, 2026 4:14 am
- Forum: Modding interface requests
- Topic: Prototype flag or boolean to disable "cannot be rotated/flipped" audiovisual feedback
- Replies: 4
- Views: 424
Prototype flag or boolean to disable "cannot be rotated/flipped" audiovisual feedback
Several of us from the Discord are attempting to mod in the ability to virtually-rotate and flip kitbashed compound entites that cannot normally be rotated and flipped according to the base engine.
It turns out that through a series of black magicks we have largely been able to implement this ...
It turns out that through a series of black magicks we have largely been able to implement this ...
- Tue Jun 09, 2026 12:26 am
- Forum: Modding interface requests
- Topic: [2.0.77] Silent discard of script.raise_event
- Replies: 1
- Views: 319
Re: [2.0.77] Silent discard of script.raise_event
I agree that this behavior is bad and should be addressed in some way. Personally I think it should just allow invalid objects to pass with the understanding that mods receiving mod-generated custom events must validate payloads.
That being said, there is a workaround possible in current API: I ...
That being said, there is a workaround possible in current API: I ...
- Mon Jun 08, 2026 11:43 pm
- Forum: Bug Reports
- Topic: [2.1.9] Calling `set_blueprint_entities` with the (unmodified) result of `get_blueprint_entities` can corrupt BPs
- Replies: 2
- Views: 771
Re: [2.0.77] Calling `set_blueprint_entities` with the (unmodified) result of `get_blueprint_entities` can corrupt BPs
I believe I may have further isolated the cause from further testing:
- If the "Snap to Grid" options for the BP being replaced are disabled altogether, the issue does not occur.
- When "Snap to Grid" is enabled, the various grid-snapping values contribute to the issue, with different values ...
- If the "Snap to Grid" options for the BP being replaced are disabled altogether, the issue does not occur.
- When "Snap to Grid" is enabled, the various grid-snapping values contribute to the issue, with different values ...
- Mon Jun 08, 2026 9:53 am
- Forum: Bug Reports
- Topic: [2.1.9] Calling `set_blueprint_entities` with the (unmodified) result of `get_blueprint_entities` can corrupt BPs
- Replies: 2
- Views: 771
[2.1.9] Calling `set_blueprint_entities` with the (unmodified) result of `get_blueprint_entities` can corrupt BPs
The Issue
When "Select New Contents For This Blueprint" is used, during the corresponding `on_player_setup_blueprint` event, calling `.set_blueprint_entities()` with the (unmodified) return result from `.get_blueprint_entities()`, corrupts the blueprint. Specifically it appears to shift rail ...
When "Select New Contents For This Blueprint" is used, during the corresponding `on_player_setup_blueprint` event, calling `.set_blueprint_entities()` with the (unmodified) return result from `.get_blueprint_entities()`, corrupts the blueprint. Specifically it appears to shift rail ...
- Tue May 19, 2026 11:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] Undo item has nil entries
- Replies: 10
- Views: 2053
Re: [2.0.72] Undo item has nil entries
Those do seem to be conflicting... but the question is what's the more useful behavior? I can easily remove the nil entries from the push if that's what seems most useful.
I have run into this as well.
- I would also like to know under what particular circumstances or reasons the entries ...
- Sun Oct 05, 2025 9:37 pm
- Forum: Not a bug
- Topic: [2.0.69] Custom input linked to `undo` game action doesn't fire on undo GUI shortcut
- Replies: 3
- Views: 833
Re: [2.0.69] Custom input linked to `undo` game action doesn't fire on undo GUI shortcut
`on_undo_applied` does not fire until after the operation is complete. I need an event that fires before. Event tracing reveals no such ordinary game event.
The custom input event does in fact fire at the needed time, but only if CTRL+Z is pressed. If the undo GUI button is pressed, it does not ...
The custom input event does in fact fire at the needed time, but only if CTRL+Z is pressed. If the undo GUI button is pressed, it does not ...
- Sat Oct 04, 2025 5:46 pm
- Forum: Not a bug
- Topic: [2.0.69] Custom input linked to `undo` game action doesn't fire on undo GUI shortcut
- Replies: 3
- Views: 833
[2.0.69] Custom input linked to `undo` game action doesn't fire on undo GUI shortcut
Reproduction steps:
1) Add the following prototype in data phase:
data:extend({
{
type = "custom-input",
name = "things-linked-undo",
key_sequence = "",
linked_game_control = "undo",
},
})
2) In control phase, monitor when the above custom input fires, e.g.
script.on_event("things ...
1) Add the following prototype in data phase:
data:extend({
{
type = "custom-input",
name = "things-linked-undo",
key_sequence = "",
linked_game_control = "undo",
},
})
2) In control phase, monitor when the above custom input fires, e.g.
script.on_event("things ...
- Fri Sep 19, 2025 1:46 am
- Forum: Modding interface requests
- Topic: `LuaEntity::supports_mirroring` and `on_player_flipped_entity`
- Replies: 0
- Views: 552
`LuaEntity::supports_mirroring` and `on_player_flipped_entity`
(Spawned from a discord discussion beginning here: https://discord.com/channels/139677590393716737/306402592265732098/1418345907954515989 )
In order of difficulty level:
1) By analogy with https://lua-api.factorio.com/latest/classes/LuaEntity.html#supports_direction I would like to request that ...
In order of difficulty level:
1) By analogy with https://lua-api.factorio.com/latest/classes/LuaEntity.html#supports_direction I would like to request that ...
- Thu Sep 11, 2025 9:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard] `LuaRecord.is_preview` and the `on_pre_build` event.
- Replies: 3
- Views: 2688
[raiguard] `LuaRecord.is_preview` and the `on_pre_build` event.
(In the #mod-dev-help discord channel, Bilka asked for a forum post to be made about this issue. Link to the original discord discussion: here )
We received the following multiplayer crash report:
09-11-2025, 14-34-14.png
Upon analysis, we found the crash is occurring in the `on_pre_build ...
We received the following multiplayer crash report:
09-11-2025, 14-34-14.png
Upon analysis, we found the crash is occurring in the `on_pre_build ...
- Thu May 01, 2025 7:21 am
- Forum: Modding interface requests
- Topic: Reduce overhead of LuaEntity::get_signals with parameter if_modified_since
- Replies: 2
- Views: 824
Re: Reduce overhead of LuaEntity::get_signals with parameter if_modified_since
Seconded. This could save considerably Lua time in any mod that uses combinators for gathering input.
- Tue Apr 01, 2025 1:19 am
- Forum: Modding interface requests
- Topic: Routing trains to specific stops
- Replies: 8
- Views: 2931
Re: [2.0.43+] Routing trains to specific stops
For Project Cybersyn we have considered various workarounds, up to and including just forcing the priorities of all same-named stops to 50. Ultimately we settled on issueing a warning when a controlled train lands at a stop with priority not equal to 50.
We have simply been telling people not to ...
We have simply been telling people not to ...
- Mon Mar 31, 2025 9:18 pm
- Forum: Modding interface requests
- Topic: Routing trains to specific stops
- Replies: 8
- Views: 2931
Re: [2.0.43+] Routing trains to specific stops
With the addition of the new and very helpful LuaSchedule API, I thought it would be a good time to raise this issue again. Having to use intermediating rail stops causes fundamental issues with the builtin priority and train limits systems.
Being able to schedule a train directly to a specific ...
Being able to schedule a train directly to a specific ...