This is more of an implementation technicality and an issue in the second mod.
Whichever mod creates mod_gui first owns mod_gui, so if the mod that creates it is removed, those elements (and their child elements, including other mods) are destroyed. This invalidates any saved references in storage ...
Search found 96 matches
- Fri Aug 15, 2025 4:12 am
- Forum: Not a bug
- Topic: [2.0.60] Removing a mod can invalidate buttons from other mods in mod_gui flow
- Replies: 3
- Views: 399
- Thu Jul 24, 2025 5:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.60] Hot water in boiler increase water consumption rather than decreasing it
- Replies: 8
- Views: 1648
Re: [Klonan] [2.0.60] Hot water in boiler increase water consumption rather than decreasing it
If you look at the input in isolation, that makes sense, but doesn't make sense in the context of the output being clamped at the same volume in both cases. Either the output should be slowing the water consumption and fuel burn rate (to 2.6 water/s), or the output should increase correspondingly ...
- Thu Jul 24, 2025 4:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.60] Hot water in boiler increase water consumption rather than decreasing it
- Replies: 8
- Views: 1648
Re: [Klonan] [2.0.60] Hot water in boiler increase water consumption rather than decreasing it
I don't think there is any Bug here? The Thermodynamic math has always checked-out when I have used Modded fluids like this previously.... Vanilla Boiler has 1.8MW Power ; I believe the Fluid rate is Calculated from the power_consumption , since I don't see it mentioned anywhere here.... It has a ...
- Sun Aug 25, 2024 4:15 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.109][switch] Crash when focusing on a script created text-box longer than 512 chars
- Replies: 1
- Views: 751
[Twinsen][1.1.109][switch] Crash when focusing on a script created text-box longer than 512 chars
Hard crash, completely closes.
Following minimal scenario was hosted on PC server and connected to with switch (see attachment for zip version to extract to scenarios folder):
script.on_event(defines.events.on_player_joined_game, function(e)
local player = game.players[e.player_index]
local ...
Following minimal scenario was hosted on PC server and connected to with switch (see attachment for zip version to extract to scenarios folder):
script.on_event(defines.events.on_player_joined_game, function(e)
local player = game.players[e.player_index]
local ...
- Fri Nov 08, 2019 4:48 am
- Forum: Duplicates
- Topic: Pollution values are wrong after modules inserted
- Replies: 8
- Views: 3933
Re: Pollution values are wrong after modules inserted
NaB, been brought up many times over the years:
https://forums.factorio.com/viewtopic.php?f=23&t=59039&p=352324&hilit=pollution#p352324
https://forums.factorio.com/viewtopic.php?f=23&t=52254&p=305331&hilit=pollution#p305331
https://forums.factorio.com/viewtopic.php?f=23&t=48807&p=282639&hilit ...
https://forums.factorio.com/viewtopic.php?f=23&t=59039&p=352324&hilit=pollution#p352324
https://forums.factorio.com/viewtopic.php?f=23&t=52254&p=305331&hilit=pollution#p305331
https://forums.factorio.com/viewtopic.php?f=23&t=48807&p=282639&hilit ...
- Fri Mar 01, 2019 9:24 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 503179
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
I can reproducibly crash Factorio 0.17.3 with the 1.0.4 version of Creative Mod.
Custom map:
https://mega.nz/#!kjQh1Q4S!zZirYcyf5_et1M4_BkQ5POJMwR5qMn1tdRpmxRdfuM4
0.000 2019-02-28 22:06:53; Factorio 0.17.3 (build 43128, win64, steam)
0.000 Operating system: Windows 10 (version 1803)
0.000 ...
- Tue Jun 05, 2018 12:54 am
- Forum: Resolved Problems and Bugs
- Topic: Scenario locale is loaded after scenario control.lua runs
- Replies: 6
- Views: 3113
Re: Scenario locale is loaded after scenario control.lua runs
The game loads the scenario locale, then the scenario script. Then each mod in series in that same order.
The point of this was, when you specifically load a scenario, that has an embedded locale, it's not available to the running scenario code until Factorio starts raising events.
Either of you ...
The point of this was, when you specifically load a scenario, that has an embedded locale, it's not available to the running scenario code until Factorio starts raising events.
Either of you ...
- Mon Jun 04, 2018 2:23 am
- Forum: Resolved Problems and Bugs
- Topic: Scenario locale is loaded after scenario control.lua runs
- Replies: 6
- Views: 3113
Re: Scenario locale is loaded after scenario control.lua runs
Script locale is loaded before control.lua is run for that mod.
The game loads the scenario locale, then the scenario script. Then each mod in series in that same order.
If your scenario script requires some locale then it should include it and not rely on another mod.
The scenario does include ...
The game loads the scenario locale, then the scenario script. Then each mod in series in that same order.
If your scenario script requires some locale then it should include it and not rely on another mod.
The scenario does include ...
- Sun Jun 03, 2018 11:43 am
- Forum: Resolved Problems and Bugs
- Topic: Scenario locale is loaded after scenario control.lua runs
- Replies: 6
- Views: 3113
Scenario locale is loaded after scenario control.lua runs
This didn't matter before, but now that log() and print() support localized strings, it seems a bit silly that the scenario locale is unavailable to the scenario until run-time. Localized strings during loading would be very nice in some cases, like debugging.
Attached is a mod that contains a ...
Attached is a mod that contains a ...
- Fri May 25, 2018 8:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.45] Scenarios in mods can fail to find lua files
- Replies: 1
- Views: 3003
[0.16.45] Scenarios in mods can fail to find lua files
If a mod contains multiple scenarios, the name of the scenario folder can impact the game being able to load files properly.
Consider the case where a mod contains two scenarios, named "Scenario" and "Scenario-2"
Loading "Scenario-2" will succeed, and loading "Scenario" will silently fail, only ...
Consider the case where a mod contains two scenarios, named "Scenario" and "Scenario-2"
Loading "Scenario-2" will succeed, and loading "Scenario" will silently fail, only ...
- Fri May 04, 2018 1:05 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 503179
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
This is fixed in 0.0.31.Bassad wrote:Seems like the armor fix didnt help, because
https://imgur.com/a/6FQSEC7
using version 0.0.30
- Mon Apr 16, 2018 12:42 am
- Forum: Modding help
- Topic: [0.16.36] find_entities_filtered misses straight rail by pos
- Replies: 12
- Views: 4708
Re: [0.16.36] find_entities_filtered misses straight rail by pos
I did check. Entities are allowed to specify a bounding box that is not centered.
No, they are not allowed to specify that. EntityPrototype will throw an error if the collision_box does not include {0,0}.
Whoops, I missed the check for {0,0} while doing testing; I was playing around with a ...
No, they are not allowed to specify that. EntityPrototype will throw an error if the collision_box does not include {0,0}.
Whoops, I missed the check for {0,0} while doing testing; I was playing around with a ...
- Sun Apr 15, 2018 1:08 pm
- Forum: Modding help
- Topic: [0.16.36] find_entities_filtered misses straight rail by pos
- Replies: 12
- Views: 4708
Re: [0.16.36] find_entities_filtered misses straight rail by pos
The problem here, per Bilka on Discord, is that .find_entities_filtered applies to collision boxes, and the collision box for a diagonal straight rail with .position {1,1} does not actually include {1,1}.
I believe your understanding of tile coordinates is incorrect. Bilka is correct with the ...
I believe your understanding of tile coordinates is incorrect. Bilka is correct with the ...
- Sun Apr 15, 2018 7:42 am
- Forum: Not a bug
- Topic: [16.36] 2017-12-09_Factorio_0.16.0.lua prevents map loading
- Replies: 2
- Views: 2096
Re: [16.36] 2017-12-09_Factorio_0.16.0.lua prevents map loading
Hi,
thanks for an awesome game.
I have installed Factorio 0.16.36 by untarring factorio_alpha_x64_0.16.36.tar.xz on top of an existing install (0.16.27, and older before that). When joining any multiplayer game, I get the following error:
Trying to apply migration 2017-12-09_Factorio_0.16.0.lua ...
thanks for an awesome game.
I have installed Factorio 0.16.36 by untarring factorio_alpha_x64_0.16.36.tar.xz on top of an existing install (0.16.27, and older before that). When joining any multiplayer game, I get the following error:
Trying to apply migration 2017-12-09_Factorio_0.16.0.lua ...
- Sat Apr 14, 2018 2:56 pm
- Forum: Duplicates
- Topic: [0.16.36] Game Crashing
- Replies: 3
- Views: 1687
Re: [0.16.36] Game Crashing
As expected, the EntityRenderer::prepareRow Ryzen bug.
Duplicate of 58225 .
There are some additional linked threads in that thread, some of which include instructions on getting memory dumps, which would help the devs track this down if you are able to do so. If you ever are able to reproduce ...
Duplicate of 58225 .
There are some additional linked threads in that thread, some of which include instructions on getting memory dumps, which would help the devs track this down if you are able to do so. If you ever are able to reproduce ...
- Sat Apr 14, 2018 1:35 pm
- Forum: Modding help
- Topic: [0.16.36] find_entities_filtered misses straight rail by pos
- Replies: 12
- Views: 4708
Re: [0.16.36] find_entities_filtered misses straight rail by pos
The problem here, per Bilka on Discord, is that .find_entities_filtered applies to collision boxes, and the collision box for a diagonal straight rail with .position {1,1} does not actually include {1,1}.
I believe your understanding of tile coordinates is incorrect. Bilka is correct with the ...
I believe your understanding of tile coordinates is incorrect. Bilka is correct with the ...
- Sat Apr 14, 2018 1:09 pm
- Forum: Duplicates
- Topic: [0.16.36] Game Crashing
- Replies: 3
- Views: 1687
Re: [0.16.36] Game Crashing
Hi,
I was told to post the factorio-current.log file here when my game crashed, so here it is.
Devorlon
Looks like you launched the game after the crash; in that case you would upload factorio-previous.log instead, as every time the game launches it renames the log file.
If you've launched ...
I was told to post the factorio-current.log file here when my game crashed, so here it is.
Devorlon
Looks like you launched the game after the crash; in that case you would upload factorio-previous.log instead, as every time the game launches it renames the log file.
If you've launched ...
- Sat Apr 14, 2018 11:30 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 503179
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Can you explain what you were doing at the time this occurred, or how to replicate it?Krowi wrote:
Edit: Figured it out, fixed in 0.0.30
- Fri Apr 13, 2018 1:06 pm
- Forum: Not a bug
- Topic: [0.16.36] In-game mod panel not show latest version of my mod
- Replies: 2
- Views: 2252
Re: [0.16.36] In-game mod panel not show latest version of my mod
More specifically:
Change:
to:
in info.json.
Change:
Code: Select all
"factorio_version":"0.16.30",
Code: Select all
"factorio_version":"0.16",
- Thu Apr 12, 2018 12:35 pm
- Forum: Pending
- Topic: [0.16.36]Lua Error(not able to play multipla. on specific map)
- Replies: 2
- Views: 2368
Re: [0.16.36]Lua Error(not able to play multipla. on specific map)
Open the control.lua inside the zip, and
Replace:
With:
to fix.
Replace:
Code: Select all
silo_script.gui_init(player)
Code: Select all
silo_script.on_player_created(event)
to fix.