Search found 19 matches

by OhSnap
Fri Jul 24, 2026 8:02 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.12] Crash when clicking on linked shortcut that is hidden
Replies: 1
Views: 391

[2.1.12] Crash when clicking on linked shortcut that is hidden

I apologize in advance, but this would be a great usecase for triggering events by clicking on [shortcut=...] links in chat/factoriopedia while not cluttering the shortcut bar:
07-24-2026, 21-55-09.png

What did you do
- Create a shortcut with hidden = true

data:extend{ {
type = "shortcut ...
by OhSnap
Mon Jul 20, 2026 3:39 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.11] Fully overlapping tile_buildability_rules are discarded
Replies: 3
Views: 665

Re: [2.1.11] Fully overlapping tile_buildability_rules are discarded

Sure, here is a very simple mod that explains the behaviour:
The point is that the second rule is meant to prevent the building from being placed on land, but AM3 can still be placed on land:

-- data.lua
local am2 = data.raw["assembling-machine"]["assembling-machine-2"]
local am3 = data.raw ...
by OhSnap
Mon Jul 20, 2026 3:21 am
Forum: Resolved Problems and Bugs
Topic: [2.1.11] Fully overlapping tile_buildability_rules are discarded
Replies: 3
Views: 665

[2.1.11] Fully overlapping tile_buildability_rules are discarded

Scenario: Two mods add a tile_buildability rule. One for whitelisting and one for blacklisting. (In this specific case, Maraxsis and Rabbasca).

Observed behaviour:
If all tiles of the two rules overlap, the second rule is discarded.

Consider these two buildings:
07-20-2026, 04-56-54.png
07-20 ...
by OhSnap
Sun Jul 19, 2026 3:53 pm
Forum: Modding interface requests
Topic: [2.1] insert_plan jank with rocket silo inventory
Replies: 0
Views: 174

[2.1] insert_plan jank with rocket silo inventory

Rocket silo inventory size now scales dynamically with contents, so I believe for the first time the contents of an insert_plan for an item-request-proxy can point at non-existant indices. You can have a rocket silo look like this:
Screenshot from 2026-07-19 17-37-00.png
and bots will happily fill ...
by OhSnap
Fri Jul 17, 2026 12:58 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.1.11] Crash on changing recipe with pending bot orders
Replies: 1
Views: 407

[Rseding91] [2.1.11] Crash on changing recipe with pending bot orders

What did you do?
delivered items to an assembler via construction bots, then changed my mind and placed removal orders, then changed recipe.
Screenshot from 2026-07-17 02-35-11.png
Screenshot from 2026-07-17 02-35-27.png

What happened?
Game crashed. stack trace below, full log attached ...
by OhSnap
Thu Jul 02, 2026 8:04 am
Forum: Resolved Problems and Bugs
Topic: [2.1.9] Crash calling transfer_from_stack on item-on-ground
Replies: 1
Views: 346

[2.1.9] Crash calling transfer_from_stack on item-on-ground

Create a mod that adds the following command and execute it twice:

commands.add_command("test_game_crash", nil, function(command)
-- NOTE: Does not crash and removes the item-on-ground if transfer_from_stack is called immediately after entity creation
local buggy = game.surfaces["nauvis"].find ...
by OhSnap
Sat Jun 27, 2026 4:38 am
Forum: Modding interface requests
Topic: recommended and load order independent (+~) dependencies
Replies: 4
Views: 442

recommended and load order independent (+~) dependencies

Since we now have recommended dependencies it would be great if there is a way to have an option to make them load order independent. Right now those are exclusive options.
Given mod a and an optional addon a++ , it would be great if a could recommend a++ , but since a++ is an extension, it wants to ...
by OhSnap
Wed Jun 24, 2026 12:28 am
Forum: Already exists
Topic: [2.1.7] More ways to unlock things in factoriopedia
Replies: 3
Views: 414

[2.1.7] More ways to unlock things in factoriopedia

After looking at this for a few hours the only ways I found to unlock something as "researched" in factoriopedia are:
- for items and recipes: recipe is unlocked from start or via technology
- for entities/tiles/etc.: they are mentioned in a planet's autoplace list and the planet is unlocked

For ...
by OhSnap
Sat May 30, 2026 2:52 pm
Forum: Minor issues
Topic: [2.0.76] Electric resistance causes capture bot rocket spam
Replies: 3
Views: 576

Re: [2.0.76] Electric resistance causes capture bot rocket spam

I see, thanks for the explanation. A flat decrease of 900000-something should work for my case then. Not sure if this is documented anywhere, might be helpful.
by OhSnap
Sat May 30, 2026 1:46 pm
Forum: Minor issues
Topic: [2.0.76] Electric resistance causes capture bot rocket spam
Replies: 3
Views: 576

[2.0.76] Electric resistance causes capture bot rocket spam

1. What did you do?
- Give a capturable unit-spawner 100% electrical resistance
i.e.
local bugspawner = data.raw["unit-spawner"]["biter-spawner"]
bugspawner.resistances = { { type = "electric", percent = 100 } }

2. What happened?
- turrets shooting capture bots at the spawner will now ...
by OhSnap
Mon Feb 09, 2026 12:19 am
Forum: Won't fix.
Topic: [2.0.73] Bots placing upgrades ignore tile_buildability_rules
Replies: 5
Views: 1597

Re: [2.0.73] Bots placing upgrades can ignore entity collision settings.


Bots cannot upgrade entities with different collision boxes, if you found a way for them to do that provide exact steps please, see https://forums.factorio.com/3638.

Updated my post.
The issue is not different collision boxes, but different collision masks tile_buildability_rules. i.e. like ...
by OhSnap
Sun Feb 08, 2026 4:52 pm
Forum: Won't fix.
Topic: [2.0.73] Bots placing upgrades ignore tile_buildability_rules
Replies: 5
Views: 1597

[2.0.73] Bots placing upgrades ignore tile_buildability_rules

Same issue as https://forums.factorio.com/viewtopic.php?p=439933
It looks like the fix back then was just to disallow these upgrades in the planner, not actually preventing the bots to build the upgrade.
Selecting upgrades with different collision requirements is currently possible, so this might ...
by OhSnap
Sun Nov 30, 2025 9:42 am
Forum: Resolved Problems and Bugs
Topic: [2.0.72] production_health_effect values are affected by physical resistance
Replies: 1
Views: 699

[2.0.72] production_health_effect values are affected by physical resistance

Sorry for the short format, but this one seems pretty straightforward.
Seems to be either an oversight or intended but undocumented (and at least to me, very unexpected).
Happy to provide more data if this turns out more complicated.

Setup:
- Entity (type furnace in my case) with production_health ...
by OhSnap
Tue Nov 25, 2025 12:00 am
Forum: Modding interface requests
Topic: Add enable_logistic_control_behavior to furnaces
Replies: 0
Views: 353

Add enable_logistic_control_behavior to furnaces

assembling-machine has property enable_logistic_control_behavior, which would be great if furnaces could have that, too.

My use case is a furnace that constantly needs to lose health, which can currently be stopped by connecting it to the logistics network with a false condition. As doing this ...
by OhSnap
Fri Nov 21, 2025 11:08 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.28] Mixed fuel ends up in trash slots
Replies: 12
Views: 6408

Re: [Rseding91] [2.0.28] Mixed fuel ends up in trash slots


That case is unfortunately working as intended. If it didn’t work that way, changing recipes on assembling machines would cause inserters to deadlock if they were mid swing when it changed.

If you’re going to use circuits with assemblers that accept fuel then you need to not feed them mixed fuel ...
by OhSnap
Mon Nov 17, 2025 7:05 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [2.0.72] crash in playSoundWithDistanceLimits with modded sound trigger
Replies: 1
Views: 3047

[Donion] [2.0.72] crash in playSoundWithDistanceLimits with modded sound trigger

1. What did you do?
- Create an entity with a dying_trigger_effect of create-entity and play-sound
- Copy of nuclear bomb effects but slightly modified

2. What happened?
- Game crashed when effect is triggered, according to log in playSoundWithDistanceLimits

3. What did you expect to happen ...
by OhSnap
Sun Sep 07, 2025 7:35 am
Forum: Modding interface requests
Topic: LuaSurface::show_global_electric_network_gui or LuaFlowStatistics::show_gui?
Replies: 2
Views: 809

Re: LuaSurface::show_global_electric_network_gui or LuaFlowStatistics::show_gui?

Oh, that works perfectly for my case, thanks!
Didn't realize opened is writable, but makes sense.
by OhSnap
Sat Sep 06, 2025 7:09 pm
Forum: Modding interface requests
Topic: LuaSurface::show_global_electric_network_gui or LuaFlowStatistics::show_gui?
Replies: 2
Views: 809

LuaSurface::show_global_electric_network_gui or LuaFlowStatistics::show_gui?

Hey Forum People,
Working on a Planet mod with a global electric network, but it seems there is no way to show the network stats?
LuaFlowStatistics API page mentions GUI a lot, but I can't find a way that actually shows them.

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