Search found 20 matches

by The_LORD_thy_GOD
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
by The_LORD_thy_GOD
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 ...
by The_LORD_thy_GOD
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.
by The_LORD_thy_GOD
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 ...
by The_LORD_thy_GOD
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
by The_LORD_thy_GOD
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 ...
by The_LORD_thy_GOD
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 ...
by The_LORD_thy_GOD
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 ...
by The_LORD_thy_GOD
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 ...
by The_LORD_thy_GOD
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 ...
by The_LORD_thy_GOD
Tue May 19, 2026 11:43 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.72] Undo item has nil entries
Replies: 10
Views: 1768

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 ...
by The_LORD_thy_GOD
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 ...
by The_LORD_thy_GOD
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 ...
by The_LORD_thy_GOD
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 ...
by The_LORD_thy_GOD
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 ...
by The_LORD_thy_GOD
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.
by The_LORD_thy_GOD
Tue Apr 01, 2025 1:19 am
Forum: Modding interface requests
Topic: Routing trains to specific stops
Replies: 8
Views: 2738

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 ...
by The_LORD_thy_GOD
Mon Mar 31, 2025 9:18 pm
Forum: Modding interface requests
Topic: Routing trains to specific stops
Replies: 8
Views: 2738

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 ...
by The_LORD_thy_GOD
Mon Nov 11, 2024 6:17 pm
Forum: Modding interface requests
Topic: Routing trains to specific stops
Replies: 8
Views: 2738

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.
by The_LORD_thy_GOD
Sun Nov 10, 2024 5:43 pm
Forum: Modding interface requests
Topic: Routing trains to specific stops
Replies: 8
Views: 2738

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 ...

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