Search found 20 matches
- 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: 129
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: 98
`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: 148
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: 129
[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: 80
[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: 1209
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: 1
- Views: 192
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: 254
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: [2.0.77] Calling `set_blueprint_entities` with the (unmodified) result of `get_blueprint_entities` can corrupt BPs
- Replies: 1
- Views: 413
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: [2.0.77] Calling `set_blueprint_entities` with the (unmodified) result of `get_blueprint_entities` can corrupt BPs
- Replies: 1
- Views: 413
[2.0.77] 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: 1770
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: 745
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: 745
[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: 508
`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: 2532
[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: 763
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: 2741
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: 2741
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 ...
- Mon Nov 11, 2024 6:17 pm
- Forum: Modding interface requests
- Topic: Routing trains to specific stops
- Replies: 8
- Views: 2741
Re: [2.0] Routing trains to specific stops
Changed the title.
I don't think it's a duplicate, though. All of the information and developer responses in that thread are no longer valid due to the introduction of train priority. This is a new issue that was solvable in 1.1 but isn't in 2.0.
I don't think it's a duplicate, though. All of the information and developer responses in that thread are no longer valid due to the introduction of train priority. This is a new issue that was solvable in 1.1 but isn't in 2.0.
- Sun Nov 10, 2024 5:43 pm
- Forum: Modding interface requests
- Topic: Routing trains to specific stops
- Replies: 8
- Views: 2741
Routing trains to specific stops
Mods that generate train schedules often want to send trains to particular stations, even in the absence of unique station names. However, train schedules send trains by station name and can't target particular stations.
In 1.x, mods like LTN would work around this by adding the coordinates of a ...
In 1.x, mods like LTN would work around this by adding the coordinates of a ...