Search found 5 matches

by Hexcoder
Tue Jul 21, 2026 1:22 pm
Forum: Modding interface requests
Topic: Add on_robot_repaired_entity Event
Replies: 2
Views: 1461

Re: Add on_robot_repaired_entity Event

Ancient thread, but +1

Seems reasonable since on_entity_damaged exists and has convenient filters, and repairing is literally the inverse of damage and, I suspect, few code paths.
Alternatively on_entity_fully_repaired would be useful for me.
by Hexcoder
Mon Apr 06, 2026 2:54 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.76] Toggling silo LuaLogisticPoint.enabled can break rocket logistics and hang factorio
Replies: 5
Views: 1397

Re: [2.0.76] Toggling silo LuaLogisticPoint.enabled can break rocket logistics and hang factorio

Thanks a bunch.

Let me know if there's any more information I can give. Only think that comes to mind is automating the toggling + saving and letting it run.
Gives me memory corruption vibes with how it acts.
by Hexcoder
Mon Apr 06, 2026 2:02 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.76] Toggling silo LuaLogisticPoint.enabled can break rocket logistics and hang factorio
Replies: 5
Views: 1397

Re: [2.0.76] Toggling silo LuaLogisticPoint.enabled can break rocket logistics and hang factorio

Sorry, to be clearer:
I can get the silo into a weird state most of the time, but this does not guarantee the crash. Note that it really seems to require spamming of the checkboxes.
However after about 2-5 retries I can get it to crash.
I tried, but I believe I can't produce a savefile that ...
by Hexcoder
Mon Apr 06, 2026 1:04 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.76] Toggling silo LuaLogisticPoint.enabled can break rocket logistics and hang factorio
Replies: 5
Views: 1397

[2.0.76] Toggling silo LuaLogisticPoint.enabled can break rocket logistics and hang factorio

Toggling LuaLogisticPoint.enabled on a space age rocket-silo while silo is getting items delivered can break it permanently and then cause following game saving to hang and loads to crash

Reproducible with all other mods disabled, on a modded but "clean" save (a save before I messed around with mod ...
by Hexcoder
Sat Apr 04, 2026 4:47 am
Forum: Assigned
Topic: [Klonan] [2.0.73] Multi-line rich-text colors in display panel do not display correctly
Replies: 1
Views: 676

Re: [2.0.73] Multi-line rich-text colors in display panel do not display correctly

I ran into this when trying to mod the display panel to show all circuit signals using colors for separating red/green.

I suspect the text is first broken into multiple lines if they are too long, only then processing colors, which reveals the codes.
Notably rich text item/signal icons are never ...

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