I’m still feeling side effects from workarounds to this bug.
I’d like to link the accidental duplicate bug report that I made for this: viewtopic.php?p=674604#p674604
I hope the alternate account for the reproduction (with videos) helps find a solution.
Search found 48 matches
- Wed Sep 03, 2025 9:02 pm
- Forum: Assigned
- Topic: [Lou][2.0.52] Super forced build from clipboard not generate enough events
- Replies: 3
- Views: 733
- Sun Aug 31, 2025 3:15 pm
- Forum: Modding interface requests
- Topic: Plant Harvesting Productivity Modifier
- Replies: 2
- Views: 153
Plant Harvesting Productivity Modifier
The Problem
In Space Age, any resource gathered from AgricultureTower gets really screwed relative to resources that are mined due to ballistically high mining productivity.
Example: On Gleba, you need 20 chunks of farm for a stacked green belt of fruit, and that needs to compete with a single ...
In Space Age, any resource gathered from AgricultureTower gets really screwed relative to resources that are mined due to ballistically high mining productivity.
Example: On Gleba, you need 20 chunks of farm for a stacked green belt of fruit, and that needs to compete with a single ...
- Fri Aug 29, 2025 7:13 pm
- Forum: Documentation Improvement Requests
- Topic: How to Compose Good NoiseExpression / probability_expression
- Replies: 2
- Views: 194
Re: How to Compose Good NoiseExpression / probability_expression
I have. The issue is that they are fairly complex OR behind functions of functions of functions of functions across files. I just don't understand the process by looking at the finished product. Maybe I'm just bad, but I have no idea how this places rocks:
autoplace =
{
control = "rocks",
order ...
autoplace =
{
control = "rocks",
order ...
- Fri Aug 29, 2025 5:02 pm
- Forum: Documentation Improvement Requests
- Topic: How to Compose Good NoiseExpression / probability_expression
- Replies: 2
- Views: 194
How to Compose Good NoiseExpression / probability_expression
One thing that has always sucked for me is figuring out map generation. The documentation currently explains how each variable works, and how you're supposed to put things in (https://lua-api.factorio.com/latest/types/NoiseExpression.html). The thing I really struggled with was:
"How do I compose ...
"How do I compose ...
- Fri Aug 29, 2025 4:41 pm
- Forum: Resolved Requests
- Topic: LuaEquipmentGrid.shield
- Replies: 1
- Views: 108
LuaEquipmentGrid.shield
https://lua-api.factorio.com/latest/classes/LuaEquipmentGrid.html#shield
LuaEquipmentGrid.shield (and also max_shield)
Currently says:
The amount of shields this equipment grid has.
Should say:
The amount of shield hitpoints this equipment grid currently has across all of its energy shields ...
LuaEquipmentGrid.shield (and also max_shield)
Currently says:
The amount of shields this equipment grid has.
Should say:
The amount of shield hitpoints this equipment grid currently has across all of its energy shields ...
- Thu Aug 21, 2025 6:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.60] Changing an entity between prototype classes causes quality to change to normal
- Replies: 1
- Views: 494
[2.0.60] Changing an entity between prototype classes causes quality to change to normal
The Bug
1) Make a save file.
2) Place legendary quality entities
3) Save and Close game
4) Change that entity's prototype type to a new type.
Example (execute in data-final-fixes.lua):
local recycler = data.raw.furnace["recycler"]
recycler.type = "assembling-machine"
data:extend({recycler})
data ...
1) Make a save file.
2) Place legendary quality entities
3) Save and Close game
4) Change that entity's prototype type to a new type.
Example (execute in data-final-fixes.lua):
local recycler = data.raw.furnace["recycler"]
recycler.type = "assembling-machine"
data:extend({recycler})
data ...
- Thu Aug 21, 2025 6:30 pm
- Forum: Already exists
- Topic: Give SolarPanelPrototypes support for Animation
- Replies: 3
- Views: 238
Re: Give SolarPanelPrototypes support for Animation
I spelled visualization with a Z instead of an S...
Please delete this post.
Please delete this post.

- Thu Aug 21, 2025 5:45 pm
- Forum: Already exists
- Topic: Give SolarPanelPrototypes support for Animation
- Replies: 3
- Views: 238
Give SolarPanelPrototypes support for Animation
The Problem
SolarPanelPrototype is great for entities spammed in bulk for power generation, but it currently only supports pictures. Animations are not supported.
Current Workarounds Don’t Work
1) Tying LuaRender to an SolarPanelPrototype does not work. If the solar panel is invisible, then ...
SolarPanelPrototype is great for entities spammed in bulk for power generation, but it currently only supports pictures. Animations are not supported.
Current Workarounds Don’t Work
1) Tying LuaRender to an SolarPanelPrototype does not work. If the solar panel is invisible, then ...
- Mon Aug 18, 2025 12:33 pm
- Forum: Technical Help
- Topic: [2.0.60] Suddenly can't load save/autosave
- Replies: 14
- Views: 836
Re: [2.0.60] Suddenly can't load save/autosave
Thanks. If nothing else, I hope this information helps the devs track down the condition that causes this save corruption.
- Sun Aug 17, 2025 9:33 pm
- Forum: Technical Help
- Topic: [2.0.60] Suddenly can't load save/autosave
- Replies: 14
- Views: 836
Re: [2.0.60] Suddenly can't load save/autosave
Given the state of this save file i suspect the electric networks that were orphaned were originally owned by the "trashsteroids" on the planet Rubia since they are implemented as vehicles with equipment grid that has shield equipment inside and i see there is a lot of those entities destroyed. I ...
- Sun Aug 17, 2025 9:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.60] Bad undo stack order in on_built callbacks of entity placement vs blueprint placement
- Replies: 1
- Views: 539
[2.0.60] Bad undo stack order in on_built callbacks of entity placement vs blueprint placement
The Reproduction and Bug
1) Listen to an on_built_entity event with the following in a control.lua:
script.on_event(defines.events.on_built_entity, function(event)
local player_index = event.player_index
game.print("Before: " .. tostring(game.players[player_index].undo_redo_stack.get_undo ...
1) Listen to an on_built_entity event with the following in a control.lua:
script.on_event(defines.events.on_built_entity, function(event)
local player_index = event.player_index
game.print("Before: " .. tostring(game.players[player_index].undo_redo_stack.get_undo ...
- Sun Jul 06, 2025 11:54 pm
- Forum: Modding interface requests
- Topic: Modding Dependency without Code
- Replies: 2
- Views: 379
Re: Modding Dependency without Code
Good point. This is really handy for anything spage-related.
There are many mods that want to use spage assets without relying on spage, which then requires feature flags + duplicating assets.
It would be cleaner to tell factorio: “Please make spage files available for me to draw from, regardless ...
There are many mods that want to use spage assets without relying on spage, which then requires feature flags + duplicating assets.
It would be cleaner to tell factorio: “Please make spage files available for me to draw from, regardless ...
- Sat Jul 05, 2025 2:16 pm
- Forum: Modding interface requests
- Topic: Modding Dependency without Code
- Replies: 2
- Views: 379
Modding Dependency without Code
Context
Sometimes, when modding, I would like to depend on X mod to have factorio use that mod’s assets or libraries. However:
1) Some mods are stuck in 1.1
2) Many mods normally come with code that I don’t want executed. Data stage stuff can be reverted (with great effort) while many things can ...
Sometimes, when modding, I would like to depend on X mod to have factorio use that mod’s assets or libraries. However:
1) Some mods are stuck in 1.1
2) Many mods normally come with code that I don’t want executed. Data stage stuff can be reverted (with great effort) while many things can ...
- Sun Jun 22, 2025 11:53 am
- Forum: Implemented mod requests
- Topic: Importing any basic data from protoype stage to runtime
- Replies: 9
- Views: 866
Re: Importing any basic data from protoype stage to runtime
data-validation.lua
Actually I disagree here, I feel like this could be abused a lot to enforce specific playstyles or
Consider: The alternative is running the exact same code in control stage. I can’t stress this enough:
Data stage tasks do not belong in control stage
This data stage ...
- Sat Jun 21, 2025 10:57 pm
- Forum: Implemented mod requests
- Topic: Importing any basic data from protoype stage to runtime
- Replies: 9
- Views: 866
Re: Importing any basic data from protoype stage to runtime
If the interest in actually doing this is real, and not trolling, here is how I would request the implementation look like with an example. Imagine the mod "Rubia" wants to define a "wind restriction" data object, to define how control-stage scripts should operate on a given entity.
Rubia's data ...
Rubia's data ...
- Sat Jun 21, 2025 1:29 pm
- Forum: Implemented mod requests
- Topic: Importing any basic data from protoype stage to runtime
- Replies: 9
- Views: 866
Re: Importing any basic data from protoype stage to runtime
+1
If devs want to send new types of data from data stage to control stage, they can add a new prototype type. eg Any prototype with only 1-2 fields is simialr to passing yourself a hashset/dictionary from data to control stage. Modders do not have this option.
As Osmo said, we can already smuggle ...
If devs want to send new types of data from data stage to control stage, they can add a new prototype type. eg Any prototype with only 1-2 fields is simialr to passing yourself a hashset/dictionary from data to control stage. Modders do not have this option.
As Osmo said, we can already smuggle ...
- Tue Jun 17, 2025 2:51 pm
- Forum: Duplicates
- Topic: [2.0.55] Super force build not raising event
- Replies: 2
- Views: 394
Re: [2.0.55] Super force build not raising event
Yes. Sorry about that, Lou.
- Mon Jun 16, 2025 10:07 pm
- Forum: Duplicates
- Topic: [2.0.55] Super force build not raising event
- Replies: 2
- Views: 394
[2.0.55] Super force build not raising event
Context
I'm listening to these events:
defines.events.on_player_flipped_entity,
defines.events.on_player_rotated_entity,
defines.events.on_entity_settings_pasted,
defines.events.on_built_entity,
defines.events.on_robot_built_entity,
defines.events.script_raised_built,
defines.events.script ...
I'm listening to these events:
defines.events.on_player_flipped_entity,
defines.events.on_player_rotated_entity,
defines.events.on_entity_settings_pasted,
defines.events.on_built_entity,
defines.events.on_robot_built_entity,
defines.events.script_raised_built,
defines.events.script ...
- Sun Jun 01, 2025 3:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.54] LuaEntity.operable = false does not work on Ghosts in remote view
- Replies: 2
- Views: 1633
[2.0.54] LuaEntity.operable = false does not work on Ghosts in remote view
This wind turbine is "electric-energy-interface" with gui_mode = "none" by default.
06-01-2025, 10-51-24.png
Bug #1) ElectricEnergyInterface.gui_mode = "none" gives no simulation, while a window still opens.
Expectation: "none" => no window at all OR window with just a simulation.
Bug #2 ...
06-01-2025, 10-51-24.png
Bug #1) ElectricEnergyInterface.gui_mode = "none" gives no simulation, while a window still opens.
Expectation: "none" => no window at all OR window with just a simulation.
Bug #2 ...
- Sat May 31, 2025 7:11 pm
- Forum: Not a bug
- Topic: [2.0.47] Shield Regen Wrong Upon Taking damage from Max Shield
- Replies: 2
- Views: 577
[2.0.47] Shield Regen Wrong Upon Taking damage from Max Shield
TL;DR Shields regenerate a large fixed amount for 1 tick if you took damage while at max shields
This may be obnoxious to fix. I have had my suspicions that it is slightly off for a while, and this code confirmed it. It looks like the bug where shields get a very large regen boost for exactly 1 ...
This may be obnoxious to fix. I have had my suspicions that it is slightly off for a while, and this code confirmed it. It looks like the bug where shields get a very large regen boost for exactly 1 ...