What did you do?
I was debugging a mod compatibility issue.
Oddly enough, it happens only when both ColonyBuilder and ERM_Terran mods are enable.
When I disable my ERM_Terran or ColonyBuilder, the game is fine.
What happened?
Factorio had an "Unexpected error occurred" crash. :D
178.039 ...
Search found 69 matches
- Fri Mar 07, 2025 4:21 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.39] Crash (BoundingBox::calcVectorExtension)
- Replies: 1
- Views: 1357
- Wed Jan 29, 2025 6:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan] [2.0.11] Unit commands seems not behaving properly.
- Replies: 4
- Views: 1317
Re: [StrangePan] [2.0.11] Unit commands seems not behaving properly.
Thank you. I'll review all my tests in 2.0.34.
- Wed Jan 29, 2025 4:43 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.32] Demolisher is targeting the same force structures.
- Replies: 2
- Views: 859
Re: [StrangePan][2.0.32] Demolisher is targeting the same force structures.
Thank you for the quick fix. 

- Mon Jan 27, 2025 9:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.32] Demolisher is targeting the same force structures.
- Replies: 2
- Views: 859
[StrangePan][2.0.32] Demolisher is targeting the same force structures.
What did you do? and What happened?
Modding demolisher to be on another force. I notice under my mod's "Free for all" mode, which all new enemy forces are against each. Demolisher targets it own force.
Demolish's force was change to anoter enemy force when it spawns with on_segment_entity ...
Modding demolisher to be on another force. I notice under my mod's "Free for all" mode, which all new enemy forces are against each. Demolisher targets it own force.
Demolish's force was change to anoter enemy force when it spawns with on_segment_entity ...
- Sat Jan 18, 2025 11:22 pm
- Forum: Mod portal Discussion
- Topic: Request for new tag/category
- Replies: 6
- Views: 1361
Re: Request for new tag/category
They should add one for planets too.
- Sun Dec 22, 2024 12:36 pm
- Forum: Releases
- Topic: Version 2.0.28
- Replies: 12
- Views: 14965
Re: Version 2.0.28
Lol. I feel honored to receive a dedicated patch for my mod.
- Mon Dec 02, 2024 10:11 pm
- Forum: Not a bug
- Topic: [2.0.23] Enemies autoplace control conflict?
- Replies: 1
- Views: 341
Re: [2.0.23] Enemies autoplace control conflict?
Ok. It's not a bug.
Having seed1 collision caused this issue. It's fixed after changing seed1 to a different value.
Having seed1 collision caused this issue. It's fixed after changing seed1 to a different value.

- Mon Dec 02, 2024 9:33 pm
- Forum: Not a bug
- Topic: [2.0.23] Enemies autoplace control conflict?
- Replies: 1
- Views: 341
[2.0.23] Enemies autoplace control conflict?
What did you do?
I have added 3 new enemy autoplace control. They work, however, 2 of them have conflict on nauvis and I couldn't figure out the reason. The autocontrol name and noise expressions have different names.
Discovered in 2.0.21 and tested again in 2.0.23.
What happened?
The redarmy ...
I have added 3 new enemy autoplace control. They work, however, 2 of them have conflict on nauvis and I couldn't figure out the reason. The autocontrol name and noise expressions have different names.
Discovered in 2.0.21 and tested again in 2.0.23.
What happened?
The redarmy ...
- Thu Nov 21, 2024 2:40 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.20] SimulationDefinition's generate_map=true produced a black screen
- Replies: 1
- Views: 1186
[boskid][2.0.20] SimulationDefinition's generate_map=true produced a black screen
What did you do?
I was adding a new tip entry. When I set checkboard = false and generate_map = true, the simulation screen doesn't generate a map. It only has a black screen, an unchart map?
I tried force to chart it in the init code block. That didn't fix it.
What happened?
I see black screen ...
I was adding a new tip entry. When I set checkboard = false and generate_map = true, the simulation screen doesn't generate a map. It only has a black screen, an unchart map?
I tried force to chart it in the init code block. That didn't fix it.
What happened?
I see black screen ...
- Wed Nov 20, 2024 4:45 am
- Forum: Modding interface requests
- Topic: attack_target_mask and ignore_target_mask for other player combat entities
- Replies: 0
- Views: 205
attack_target_mask and ignore_target_mask for other player combat entities
I'm trying to add an invisible unit. Those 2 masks work great on turrets.
However, there is no way to make that work for player combat entities, e.g any friendly "unit" types, spidertron, gun, combat-robot etc. Friendly unit and spidertron can auto target the invisible unit. Adding trigger_target ...
However, there is no way to make that work for player combat entities, e.g any friendly "unit" types, spidertron, gun, combat-robot etc. Friendly unit and spidertron can auto target the invisible unit. Adding trigger_target ...
- Thu Nov 14, 2024 5:09 am
- Forum: Duplicates
- Topic: [2.0.17] Gleba enemies stay frozen when about to attack
- Replies: 6
- Views: 1058
Re: [2.0.17] Gleba enemies stay frozen when about to attack
Just for a note. It may be related to the unit pathing bug since 1.1.50. The bug ticket holder left before they could fix the bug.
viewtopic.php?f=29&t=101264
viewtopic.php?f=29&t=101264
- Mon Oct 28, 2024 5:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan] [2.0.11] Unit commands seems not behaving properly.
- Replies: 4
- Views: 1317
Re: [2.0.11] Unit commands seems not behaving properly.
I added a few more tests to test other command. Flee and build base failed too. Using compound command with wandering, then go to location work fine.
Here are the updated tests.
https://drive.google.com/file/d/1jFh72I ... drive_link
Here are the updated tests.
https://drive.google.com/file/d/1jFh72I ... drive_link
- Mon Oct 28, 2024 2:59 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan] [2.0.11] Unit commands seems not behaving properly.
- Replies: 4
- Views: 1317
[StrangePan] [2.0.11] Unit commands seems not behaving properly.
In test case 1, the group does "attack area" command, but they are not attacking. The attack area has a rocket silo. The group went to the target area and then hit moving_state.stale . They did not attack the rocket silo and the group completed the command as "success" in on_ai_command_completed ...
- Thu Jun 13, 2024 3:42 am
- Forum: Modding interface requests
- Topic: Allow "unit" type to teleport cross-surface
- Replies: 1
- Views: 436
Allow "unit" type to teleport cross-surface
https://lua-api.factorio.com/latest/classes/LuaControl.html#teleport
Only players, cars, and spidertrons can be teleported cross-surface. May you add "unit" type support?
I workaround it by destroying existing unit and recreating with the unit with same health on the other surface. Doing so have ...
Only players, cars, and spidertrons can be teleported cross-surface. May you add "unit" type support?
I workaround it by destroying existing unit and recreating with the unit with same health on the other surface. Doing so have ...
- Sun May 05, 2024 4:30 am
- Forum: Mod portal Discussion
- Topic: [Preview] Mod Portal: Weekly Highlights
- Replies: 14
- Views: 4183
Re: [Preview] Mod Portal: Weekly Highlights
I think each highlight row should only promote 1 mod from the same modder.
I noticed it often promote multiple mods from same modder. For example, this week's Great mods tagged with "Manufacturing" promotes 3 mods from the same modder.
I think having "1 mod from the same modder" filter should ...
I noticed it often promote multiple mods from same modder. For example, this week's Great mods tagged with "Manufacturing" promotes 3 mods from the same modder.
I think having "1 mod from the same modder" filter should ...
- Tue Jan 16, 2024 3:23 am
- Forum: Modding interface requests
- Topic: Ammo range modification
- Replies: 11
- Views: 2210
Re: Ammo range modification
You can set the max range for the projectiles under action delivery.
https://lua-api.factorio.com/latest/types/ProjectileTriggerDelivery.html
attack_parameters = {
ammo_type = {
category = "laser",
target_type = "entity",
action = {
type = "direct",
action_delivery = {
type = "projectile ...
https://lua-api.factorio.com/latest/types/ProjectileTriggerDelivery.html
attack_parameters = {
ammo_type = {
category = "laser",
target_type = "entity",
action = {
type = "direct",
action_delivery = {
type = "projectile ...
- Mon Jan 15, 2024 1:37 am
- Forum: Modding help
- Topic: defines.command.attack_area completes prematurely?
- Replies: 0
- Views: 362
defines.command.attack_area completes prematurely?
My mod uses defines.command.attack_area command. I noticed that the attack command seems finish prematurely. Like the biters attack a few time and the task is marked as finished. Majority of the buildings in the area are still standing. :?: :?:
Here is how it looks in action.
https://www.youtube ...
Here is how it looks in action.
https://www.youtube ...
- Fri Jan 05, 2024 12:56 am
- Forum: Pending
- Topic: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
- Replies: 7
- Views: 3986
Re: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
AntiElitz's attachments are from vanilla build.
You can take a look his "bu greport stuck biters.zip" and other attachment.
The screencap was taken from his "bu greport stuck biters.zip" save. That save has replay. But it needs 1.1.56 build.
You can take a look his "bu greport stuck biters.zip" and other attachment.
The screencap was taken from his "bu greport stuck biters.zip" save. That save has replay. But it needs 1.1.56 build.
- Tue Dec 26, 2023 11:47 pm
- Forum: Not a bug
- Topic: [1.1.100] Luasurface request_to_generate_chunks() cause the game to slow significantly.
- Replies: 1
- Views: 645
[1.1.100] Luasurface request_to_generate_chunks() cause the game to slow significantly.
What did you do?
I tried to run game.surface[1].request_to_generate_chunks({0,0}, 512) while working on my mods.
What happened?
That code ran, but the map generator get stuck and using significant resource which make the game not playable.
What did you expect to happen instead? It might be ...
I tried to run game.surface[1].request_to_generate_chunks({0,0}, 512) while working on my mods.
What happened?
That code ran, but the map generator get stuck and using significant resource which make the game not playable.
What did you expect to happen instead? It might be ...
- Sat Dec 02, 2023 10:21 pm
- Forum: Pending
- Topic: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
- Replies: 7
- Views: 3986
Re: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
Hello.
Is there any update on the unit stuck issue? It has been almost 50 updates since Oxyd left. :lol:
The attachment map with latest occurrence. The red arrow point to the stuck group.
Bug2.jpg
The save has one group stuck. It seems to happen when they lost their target. They stuck at ...
Is there any update on the unit stuck issue? It has been almost 50 updates since Oxyd left. :lol:
The attachment map with latest occurrence. The red arrow point to the stuck group.
Bug2.jpg
The save has one group stuck. It seems to happen when they lost their target. They stuck at ...