Search found 26 matches
- Fri Dec 05, 2025 11:41 pm
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 28
- Views: 2170
Re: A sibling API to play_sound: play_music
A "sound_finished_playing" event may also be a fix. I can just not have music on the surface then use that event to "change the music" myself.
- Fri Dec 05, 2025 11:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.43] Player dropping to planet hangs indefinietly.
- Replies: 5
- Views: 2009
Re: [2.0.43] Player dropping to planet hangs indefinietly.
I'll put my late reply here. Yes, for a surface like that you do want a walkable spawn area at least to start with. The original idea at that time was to make the player "craft their own ground" remotely if this happened then drop the tools for that but I abandoned that idea.
Still a late thank you ...
Still a late thank you ...
- Fri Dec 05, 2025 11:33 pm
- Forum: Resolved for the next release
- Topic: [2.0.72] Crash creating lightning rod without graphics (LightningPriorityCache::getPriority)
- Replies: 3
- Views: 294
Re: [2.0.72] Crash creating lightning rod without graphics (LightningPriorityCache::getPriority)
This was one of my questions, because things looked fine.Genhis wrote: Wed Nov 26, 2025 10:20 am Thanks for the report. How can I reproduce this crash? Your prototype definition seems to work fine and it likely isn't caused by missing graphics definition.
Thank you for the fix.
- Fri Dec 05, 2025 8:11 pm
- Forum: Bug Reports
- Topic: Can't place item ghosts into proxy inventories.
- Replies: 0
- Views: 44
Can't place item ghosts into proxy inventories.
When trying to place item ghosts into an inventory via a proxy, it simply does not happen.
Mods to test it with:
https://mods.factorio.com/mod/SpidertronPatrols
https://mods.factorio.com/mod/orbital-cannon
You can't make requests via the proxy. my expectation was that it would place the request in ...
Mods to test it with:
https://mods.factorio.com/mod/SpidertronPatrols
https://mods.factorio.com/mod/orbital-cannon
You can't make requests via the proxy. my expectation was that it would place the request in ...
- Mon Nov 24, 2025 10:57 pm
- Forum: Resolved for the next release
- Topic: [2.0.72] Crash creating lightning rod without graphics (LightningPriorityCache::getPriority)
- Replies: 3
- Views: 294
[2.0.72] Crash creating lightning rod without graphics (LightningPriorityCache::getPriority)
I registered this lightning rod, then the game crashed with the log provided. In retro I think it wanted to throw an error because I have no graphics, but crashed instead.
{
type = "lightning-attractor",
name = "corrundum-spawner-lightning-rod",
efficiency = 0.0,
range_elongation = 30,
icon ...
{
type = "lightning-attractor",
name = "corrundum-spawner-lightning-rod",
efficiency = 0.0,
range_elongation = 30,
icon ...
- Sun Nov 09, 2025 8:50 pm
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 1692
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
Keeping it list is fine here in my opinion.
Setting the default to a list that just has "crafting" is a good option for backwards compatibility. I don't know if I'd want it to be "either a string, or an array" for full backwards compatibility.
Setting the default to a list that just has "crafting" is a good option for backwards compatibility. I don't know if I'd want it to be "either a string, or an array" for full backwards compatibility.
- Sat Nov 08, 2025 11:14 pm
- Forum: Modding interface requests
- Topic: Space platform tile transitions
- Replies: 0
- Views: 164
Space platform tile transitions
Would it be possible to get the "under tile" transitions without having to use the space shader as the base tile on the surface, then covering it up with something so said shader is no longer visible?
I'm trying to trigger the "tall" tile transition, but it only shows up if the tile around it has ...
I'm trying to trigger the "tall" tile transition, but it only shows up if the tile around it has ...
- Wed Oct 22, 2025 8:42 pm
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 1692
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
The single utility that 2 fields have is that recycling can have some defaults to go off of, but that is not enough gain to keep them separate. Considering that it can also just be turned off.
Also, I think it was planned for 2.1 anyways.
Also, I think it was planned for 2.1 anyways.
- Thu Oct 16, 2025 6:27 pm
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 28
- Views: 2170
Re: A sibling API to play_sound: play_music
I think playing the track, or one track from a list then going back to the normal ambient is also a good option. Then you don't need to track how long is your track then turn back to the regular music.
- Thu Oct 16, 2025 5:14 pm
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 28
- Views: 2170
Re: A sibling API to play_sound: play_music
My goal is to change the track (either to one track, or pick from a playlist) when the player enters a specific area on the map, then change it back when either leaving or completing a task. Effectively an enhancement to the game's dynamic music because I can know when to change it.
I'm fine with it ...
I'm fine with it ...
- Mon Sep 29, 2025 7:42 pm
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 28
- Views: 2170
Re: A sibling API to play_sound: play_music
I'd support it. I have something in the backburner that needed this, and on my side for now I'll just add in an extra surface to have the music change. I think that solution is a little excessive, considering how much area I need that music for.
- Thu Sep 18, 2025 7:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.66] Crash if target linked container disappears during mod migration (LinkedInventory:addLinkedContainer)
- Replies: 2
- Views: 1428
Re: [2.0.66] Crash if target linked container disappears during mod migration (LinkedInventory:addLinkedContainer)
Thank you very much! I also just found that the mod can't be removed from any saves because it will crash with the same error.
- Sat Sep 13, 2025 6:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.66] Crash if target linked container disappears during mod migration (LinkedInventory:addLinkedContainer)
- Replies: 2
- Views: 1428
[2.0.66] Crash if target linked container disappears during mod migration (LinkedInventory:addLinkedContainer)
Log included as an attachment, it mentions a linked container related nullpointer. Unfortunately right now I can only reproduct it in dev, so the in-dev code for the affected mod will also be included.
This is most likely the interaction between a proxy container that is targeting a linked ...
This is most likely the interaction between a proxy container that is targeting a linked ...
- Tue Aug 26, 2025 5:00 pm
- Forum: Modding interface requests
- Topic: Quality support for radius_visualisation_specification
- Replies: 4
- Views: 837
- Sat May 31, 2025 8:33 pm
- Forum: Pending
- Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
- Replies: 31
- Views: 19081
Re: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
I had this happen on Manjaro sometimes (so I turned it off), disappeared when I switched back to linux mint.
Unfortunately this is all I can give you.
Unfortunately this is all I can give you.
- Sun May 18, 2025 7:44 pm
- Forum: General discussion
- Topic: Agri science spoilage is not fun, just annoying.
- Replies: 32
- Views: 6720
Re: Agri science spoilage is not fun, just annoying.
You perfectly summarized the logistical problem that Gleba wants you to tackle as the issue you'd want to patch out.
- Sun May 18, 2025 6:46 pm
- Forum: General discussion
- Topic: Agri science spoilage is not fun, just annoying.
- Replies: 32
- Views: 6720
Re: Agri science spoilage is not fun, just annoying.
Let me explain it more then with my broken english. While ALL other science will stockpile, agriculture science will not so each time you rotate on science. And so you need to produce a LOT of agriculture science compare to other science to keep you SPM. Imagine you produce 500 of all planet ...
- Sun May 18, 2025 5:37 pm
- Forum: General discussion
- Topic: Agri science spoilage is not fun, just annoying.
- Replies: 32
- Views: 6720
Re: Agri science spoilage is not fun, just annoying.
yeah but the problem is you are forced to have research that use gleba science, it's mean while you rotate on other infinite search gleba science spoil.
IF you learnt what Gleba wants you to do then it also does not matter at all, because you have a constant and infinite supply of it. This is ...
- Sun May 11, 2025 10:01 pm
- Forum: Modding interface requests
- Topic: Roboport "accepted_bots" or categories
- Replies: 1
- Views: 302
Roboport "accepted_bots" or categories
Hello!
I'd want a feature like this for roboports.
viewtopic.php?p=671533
I think I can work around this with some special limits, but it is very inconvenient.
I'd want a feature like this for roboports.
viewtopic.php?p=671533
I think I can work around this with some special limits, but it is very inconvenient.
- Sun May 11, 2025 7:36 pm
- Forum: General discussion
- Topic: Agri science spoilage is not fun, just annoying.
- Replies: 32
- Views: 6720
Re: Agri science spoilage is not fun, just annoying.
Your main issue with agri science is that you don't follow what Gleba wants you to do. It wants you to create a constant flow of production instead of stockpiling anything and people have trouble getting used to it.
The number of packs you launch does not matter as long as they reach your labs at ...
The number of packs you launch does not matter as long as they reach your labs at ...