Search found 53 matches
- Fri Jul 17, 2026 6:31 am
- Forum: Won't fix.
- Topic: [2.1.9] Very small amounts of damage are not being applied correctly.
- Replies: 2
- Views: 148
Re: [2.1.9] Very small amounts of damage are not being applied correctly.
Got it. In that case, I'll lower the entity's maximum health for now and then see if checking its health more frequently causes any performance issues. Thanks for your help!
- Fri Jul 17, 2026 5:54 am
- Forum: Won't fix.
- Topic: [2.1.9] Very small amounts of damage are not being applied correctly.
- Replies: 2
- Views: 148
[2.1.9] Very small amounts of damage are not being applied correctly.
I'm trying to deal 1 point of damage to an entity with 100 million health. The hit seems to register, but the entity's actual health doesn't appear to decrease.
스크린샷 2026-07-17 143747.png
As shown in the screenshot, "Damage to be taken: 1" is displayed. However, even after waiting for some time ...
스크린샷 2026-07-17 143747.png
As shown in the screenshot, "Damage to be taken: 1" is displayed. However, even after waiting for some time ...
- Tue Jun 30, 2026 10:45 am
- Forum: Resolved for the next release
- Topic: Scrollbar Missing in the Multiplayer Server Profile Window
- Replies: 1
- Views: 235
Scrollbar Missing in the Multiplayer Server Profile Window
I'm not sure what the exact conditions are, but sometimes the vertical scrollbar disappears when the server profile becomes very long due to the number of installed mods.
As far as I can tell, this isn't limited to a specific version and appears to be a fairly old bug.
- Tue Jun 30, 2026 10:41 am
- Forum: Ideas and Suggestions
- Topic: Show Included Mods in the Multiplayer Server Browser
- Replies: 0
- Views: 84
Show Included Mods in the Multiplayer Server Browser
스크린샷 2026-06-30 193739.png
At the moment, enabling the "Has mods" filter also includes servers that are only using DLC content.
Personally, I think DLC content should probably be excluded from this filter. In practice, the main reason people use the "Has mods" filter is to find servers running ...
At the moment, enabling the "Has mods" filter also includes servers that are only using DLC content.
Personally, I think DLC content should probably be excluded from this filter. In practice, the main reason people use the "Has mods" filter is to find servers running ...
- Tue Jun 30, 2026 10:34 am
- Forum: Ideas and Suggestions
- Topic: Batch Map Settings Adjustment
- Replies: 1
- Views: 105
Batch Map Settings Adjustment
When generating a map with mods, adjusting the frequency, size, and richness of every resource individually becomes quite tedious. It would be great to have a global adjustment feature that lets you change them all at once.
- Mon Jun 29, 2026 1:22 am
- Forum: Modding discussion
- Topic: power pole cable disconnect issue
- Replies: 2
- Views: 212
power pole cable disconnect issue
Hello,
I'm currently updating Planet Linox for Factorio 2.1.
While working on it, I discovered that players can reset a power pole's wire connections by Shift + Left-clicking on it.
The problem is that Planet Linox uses special power poles to connect the surface and underground surfaces. Players ...
I'm currently updating Planet Linox for Factorio 2.1.
While working on it, I discovered that players can reset a power pole's wire connections by Shift + Left-clicking on it.
The problem is that Planet Linox uses special power poles to connect the surface and underground surfaces. Players ...
- Sun Jan 18, 2026 9:12 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3958
- Views: 2456633
Re: Bugs & FAQ
Hello. A crash occurred while using Angel’s Mods together with Bob’s Mods, so I’m providing the crash log.
163084.922 Error MainLoop.cpp:1468: Exception at tick 12978261: The mod Angel's Refining (2.0.1) caused a non-recoverable error.
Please report this error to the mod author.
Error while ...
163084.922 Error MainLoop.cpp:1468: Exception at tick 12978261: The mod Angel's Refining (2.0.1) caused a non-recoverable error.
Please report this error to the mod author.
Error while ...
- Wed Nov 19, 2025 10:17 am
- Forum: Modding help
- Topic: How to control building animations
- Replies: 2
- Views: 632
Re: How to control building animations
To clarify my question a bit—what I’m really trying to understand is whether there is any API that allows enabling or disabling an entity’s animation directly, or if there are other commonly used methods to control animations in practice.
At the moment, the only idea I have is to base the entity on ...
At the moment, the only idea I have is to base the entity on ...
- Wed Nov 19, 2025 10:10 am
- Forum: Modding help
- Topic: How to control building animations
- Replies: 2
- Views: 632
How to control building animations
Hello. I’m looking for a way to turn a building’s animation on and off through scripting.
For example, I would like the entity to remain in an idle (non-animated) state normally, and then start playing its animation when the player “turns on the power” through a dialogue interaction.
I don’t have ...
For example, I would like the entity to remain in an idle (non-animated) state normally, and then start playing its animation when the player “turns on the power” through a dialogue interaction.
I don’t have ...
- Tue Nov 18, 2025 9:18 pm
- Forum: Modding help
- Topic: I would like to migrate (rename) a surface name.
- Replies: 4
- Views: 665
Re: I would like to migrate (rename) a surface name.
Thank you. It seems I was confused.
- Tue Nov 18, 2025 9:12 pm
- Forum: Modding help
- Topic: I would like to migrate (rename) a surface name.
- Replies: 4
- Views: 665
Re: I would like to migrate (rename) a surface name.
There is a surface that already exists in save files from previous versions.
I would like to migrate its name to a different one.
Is the surface name not eligible for migration?
I would like to migrate its name to a different one.
Is the surface name not eligible for migration?
- Tue Nov 18, 2025 8:55 pm
- Forum: Modding help
- Topic: I would like to migrate (rename) a surface name.
- Replies: 4
- Views: 665
I would like to migrate (rename) a surface name.
I wrote the migration JSON as shown below.
{
"tile":[
["linox-tile_linox-installation-foundation", "linox-tile_linox-foundation"],
["linox-tile_linox-installation-terminal-platform", "linox-tile_linox-terminal-platform"],
["linox-tile_linox-installation-hazard-terminal-platform", "linox-tile ...
{
"tile":[
["linox-tile_linox-installation-foundation", "linox-tile_linox-foundation"],
["linox-tile_linox-installation-terminal-platform", "linox-tile_linox-terminal-platform"],
["linox-tile_linox-installation-hazard-terminal-platform", "linox-tile ...
- Tue Nov 18, 2025 5:23 pm
- Forum: Won't implement
- Topic: The issue where research_all_technologies() does not follow the research tree
- Replies: 2
- Views: 862
The issue where research_all_technologies() does not follow the research tree
Hello. I am developing a mod called Planet Linox.
In this mod, the order of research is extremely important because completing certain technologies changes the surface terrain, places additional entities, and affects the behavior of various scripts. During normal gameplay, the research tree is ...
In this mod, the order of research is extremely important because completing certain technologies changes the surface terrain, places additional entities, and affects the behavior of various scripts. During normal gameplay, the research tree is ...
- Sun Nov 09, 2025 2:12 pm
- Forum: Modding help
- Topic: How to create a new combinator?
- Replies: 3
- Views: 940
How to create a new combinator?
I want to create a combinator that represents sine and cosine functions.
Is there a better way to build a machine that performs this kind of circuit processing, other than using the tick event?
And to implement this, do I have to keep track of every combinator entity and run a loop on each tick?
Is there a better way to build a machine that performs this kind of circuit processing, other than using the tick event?
And to implement this, do I have to keep track of every combinator entity and run a loop on each tick?
- Sun Oct 26, 2025 3:43 pm
- Forum: Modding help
- Topic: I don’t understand why it’s causing such severe lag.
- Replies: 2
- Views: 759
Re: I don’t understand why it’s causing such severe lag.
That’s correct. However, in the early stages of development, when I attempted to land on the lava, the landing was successful, and the player was placed in a state where they couldn’t move on the lava.
Could it be that the forced landing being successful was actually a Error?
Could it be that the forced landing being successful was actually a Error?
- Sun Oct 26, 2025 3:28 pm
- Forum: Modding help
- Topic: I don’t understand why it’s causing such severe lag.
- Replies: 2
- Views: 759
I don’t understand why it’s causing such severe lag.
There’s an issue during the process where the player departs from the spaceship and descends to the planet’s surface. When the player departs and the cargo pod begins to descend, the framerate drops sharply and the game stops progressing.
10-27-2025, 00-20-24.png
local function create_building ...
10-27-2025, 00-20-24.png
local function create_building ...
- Sun Oct 26, 2025 11:57 am
- Forum: Modding help
- Topic: Why isn’t this event handler working?
- Replies: 3
- Views: 870
Re: Why isn’t this event handler working?
I’ve been studying the syntax, and it seems that Lua doesn’t have a separate function forward declaration syntax, or it was added only much later. For now, I’ve confirmed that it works when written as shown below.
local on_elevator;
script.on_event(defines.events.on_lua_shortcut, function(event ...
local on_elevator;
script.on_event(defines.events.on_lua_shortcut, function(event ...
- Sat Oct 25, 2025 1:58 pm
- Forum: Modding help
- Topic: Why isn’t this event handler working?
- Replies: 3
- Views: 870
Why isn’t this event handler working?
(Before I start my questions, I’d like to mention that I’ve used C, C++, and some basic JavaScript, but I’m new to Lua through this modding project.)
For example, when I register an event handler as shown below, it seems that the handler is not being called.
local test_handler;
script.on_event ...
For example, when I register an event handler as shown below, it seems that the handler is not being called.
local test_handler;
script.on_event ...
- Sat Oct 25, 2025 11:38 am
- Forum: Ideas and Suggestions
- Topic: Select current recipe when changing assembler recipe
- Replies: 21
- Views: 5620
Please make it so that the previous selection remains when choosing a recipe.
For example, when selecting a recipe in buildings like assemblers or chemical plants, there are times when I want to produce the same item but simply increase the quality setting.
Currently, when reselecting a recipe, all previous selection states are cleared. If the previous selection state could ...
Currently, when reselecting a recipe, all previous selection states are cleared. If the previous selection state could ...
- Fri Oct 24, 2025 10:35 am
- Forum: Modding help
- Topic: I want to right-align the label
- Replies: 5
- Views: 1030
Re: I want to right-align the label
I’m also wondering if there’s a way to prevent the player from performing other actions while a GUI window is open. Currently, even when the window is displayed, the player can still move their character or open their inventory. Is it possible to make it behave like a modal dialog?