Search found 88 matches
- Mon Aug 10, 2026 3:43 pm
- Forum: Modding interface requests
- Topic: Raise an event for expansion base built alert.
- Replies: 4
- Views: 292
Re: Raise an event for expansion base built alert.
Thanks boskid. That makes sense. At least this one checks only when they build. The other solutions need to run constantly.
- Mon Aug 10, 2026 2:42 pm
- Forum: Modding interface requests
- Topic: Raise an event for expansion base built alert.
- Replies: 4
- Views: 292
Re: Raise an event for expansion base built alert.
with luaplayer.get_alerts()? The mod needs check it every few seconds on all players for the alert that "a radar's 'far scan' might catch them at the right time if you're lucky".
Na. it's waste of compute cycles. Majority of the checks will be invalid.
Na. it's waste of compute cycles. Majority of the checks will be invalid.
- Mon Aug 10, 2026 6:03 am
- Forum: Modding interface requests
- Topic: Raise an event for expansion base built alert.
- Replies: 4
- Views: 292
Raise an event for expansion base built alert.
Re: Expansion base built alert from https://factorio.com/blog/post/fff-445
it would be nice if expansion base built alert also raise an event.
My use case is that when this event triggers, unit control sends a group of army to kill them.
I could do it by tracking build groups position and on ...
it would be nice if expansion base built alert also raise an event.
My use case is that when this event triggers, unit control sends a group of army to kill them.
I could do it by tracking build groups position and on ...
- Mon Jul 27, 2026 5:26 am
- Forum: Duplicates
- Topic: [2.1.11] Biter expansions still sometimes generate worms only
- Replies: 8
- Views: 1223
Re: [2.1.11] Biter expansions still sometimes generate worms only
That's because the builder group happened to select only spitters.
Larger sized spitter can only build worms, meanwhile larger sized biters can only build spawners.
If the build group only contains biters, it would spawn only spawners without worms.
Larger sized spitter can only build worms, meanwhile larger sized biters can only build spawners.
If the build group only contains biters, it would spawn only spawners without worms.
- Sun Jul 26, 2026 7:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.12] Script trigger technology inserted itself into research queue after calling force.script_trigger_research().
- Replies: 1
- Views: 448
[2.1.12] Script trigger technology inserted itself into research queue after calling force.script_trigger_research().
What did you do?
Issue 1: I have a scripted trigger technology with upgrade set to true and max_level to 5. I called it by force.script_trigger_research(tech-name), then i noticed the tech was added to research queue.
Issue 2: Script trigger tech seems not work well with upgrade and max_level ...
Issue 1: I have a scripted trigger technology with upgrade set to true and max_level to 5. I called it by force.script_trigger_research(tech-name), then i noticed the tech was added to research queue.
Issue 2: Script trigger tech seems not work well with upgrade and max_level ...
- Thu Jun 25, 2026 1:18 pm
- Forum: Modding help
- Topic: Unit Steering Settings
- Replies: 4
- Views: 391
Re: Unit Steering Settings
I just saw this on reddit.
https://www.reddit.com/r/factorio/comme ... ore_in_21/
It's likely used for controlling each unit radius in an unit group.
https://www.reddit.com/r/factorio/comme ... ore_in_21/
It's likely used for controlling each unit radius in an unit group.
- Thu Jun 25, 2026 1:12 pm
- Forum: Not a bug
- Topic: [2.1.7] log() and print() stopped working in data stage
- Replies: 2
- Views: 202
Re: [2.1.7] log() and print() stopped working in data stage
Idk about data-stage cache. This is the first time I heard about it. I guess it's enabled by default in 2.1? If so, how do I disable it?
- Thu Jun 25, 2026 12:54 pm
- Forum: Not a bug
- Topic: [2.1.7] log() and print() stopped working in data stage
- Replies: 2
- Views: 202
[2.1.7] log() and print() stopped working in data stage
What did you do?
I noticed log() and print() stopped working in 2.1
What happened?
Debug message did not print during data stage. They work fine in control stage.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
print / log should work during data stage. It ...
I noticed log() and print() stopped working in 2.1
What happened?
Debug message did not print during data stage. They work fine in control stage.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
print / log should work during data stage. It ...
- Thu Jun 25, 2026 3:37 am
- Forum: Modding help
- Topic: Unit Steering Settings
- Replies: 4
- Views: 391
Re: Unit Steering Settings
I have seen the code where they used it. It's an unique case where I tried to use it and it seems made no difference. Hence a proper explanation from the devs would be appreciated.
I searched forum and discord, they returned no result. This seems to be an unknown territory to modders.
I searched forum and discord, they returned no result. This seems to be an unknown territory to modders.
- Thu Jun 25, 2026 2:22 am
- Forum: Modding help
- Topic: Unit Steering Settings
- Replies: 4
- Views: 391
Unit Steering Settings
https://lua-api.factorio.com/latest/types/SteeringSettings.html
How does steering affect units? What's its use case and purpose?
https://lua-api.factorio.com/latest/types/StateSteeringSettings.html
what do separation_factor and separation_force control?
I tried on a small unit with {move ...
How does steering affect units? What's its use case and purpose?
https://lua-api.factorio.com/latest/types/StateSteeringSettings.html
what do separation_factor and separation_force control?
I tried on a small unit with {move ...
- Sun Apr 05, 2026 9:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.76] Multiplayer desync when using event.in_gui from CustomInputEvent
- Replies: 2
- Views: 1456
Re: [2.0.76] Multiplayer desync when using event.in_gui from CustomInputEvent
Thank you. I didn't expected a fix on Easter Sunday lol.
- Sun Apr 05, 2026 7:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.76] Multiplayer desync when using event.in_gui from CustomInputEvent
- Replies: 2
- Views: 1456
[2.0.76] Multiplayer desync when using event.in_gui from CustomInputEvent
What did you do?
When the host perform left_click actions. It causes clients to desync. (Mod: erm_unit_control 1.1.13)
What happened?
It looks like event.in_gui from https://lua-api.factorio.com/latest/events.html#CustomInputEvent are out of sync for multiplayer. See screen shot.
What did you ...
When the host perform left_click actions. It causes clients to desync. (Mod: erm_unit_control 1.1.13)
What happened?
It looks like event.in_gui from https://lua-api.factorio.com/latest/events.html#CustomInputEvent are out of sync for multiplayer. See screen shot.
What did you ...
- Thu Dec 04, 2025 1:51 am
- Forum: Pending
- Topic: [2.0.72] Crash "Error ShootingTarget.cpp:12: Unset shooting target"
- Replies: 2
- Views: 766
Re: [2.0.72] Crash "Error ShootingTarget.cpp:12: Unset shooting target"
https://drive.google.com/drive/u/0/folders/1iNqLBIyRRoA1tZ_-XR14hglYybJJBIY3
Here is the zip for the mods and the updated IslandTest save. I removed the air raid siren and bump game.speed to 10. All used mods from the zip are production release from portal at this point.
I downloaded a new 2.0.72 ...
Here is the zip for the mods and the updated IslandTest save. I removed the air raid siren and bump game.speed to 10. All used mods from the zip are production release from portal at this point.
I downloaded a new 2.0.72 ...
- Mon Dec 01, 2025 5:40 pm
- Forum: Pending
- Topic: [2.0.72] Crash "Error ShootingTarget.cpp:12: Unset shooting target"
- Replies: 2
- Views: 766
[2.0.72] Crash "Error ShootingTarget.cpp:12: Unset shooting target"
What did you do?
Testing my mod on an island map.
What happened?
Factorio crashed. Generating symbolized stacktrace, please wait ...
C:\Users\build\AppData\Local\Temp\factorio-build-HhoaBW\src\Trigger\ShootingLogic.cpp(88): ProjectileShootingLogic::setShootingOrientation
C:\Users\build\AppData ...
Testing my mod on an island map.
What happened?
Factorio crashed. Generating symbolized stacktrace, please wait ...
C:\Users\build\AppData\Local\Temp\factorio-build-HhoaBW\src\Trigger\ShootingLogic.cpp(88): ProjectileShootingLogic::setShootingOrientation
C:\Users\build\AppData ...
- Fri Nov 07, 2025 4:36 am
- Forum: Modding interface requests
- Topic: An API to add new button to the minimap side menu.
- Replies: 4
- Views: 1063
An API to add new button to the minimap side menu.
Is it feasible to allow mod to add new button into the side bar?
image.png
My use case is to use that button to control the custom draws on the map. It's used to show my air raid radar with its custom scan radius. Something like the following.
usecase.png
I assume this change may apply to ...
image.png
My use case is to use that button to control the custom draws on the map. It's used to show my air raid radar with its custom scan radius. Something like the following.
usecase.png
I assume this change may apply to ...
- Sat Oct 04, 2025 8:27 pm
- Forum: Not a bug
- Topic: [2.0.69] Left click not working in blueprint library
- Replies: 6
- Views: 1693
Re: [2.0.69] Left click not working in blueprint library
The attachment is a MVP mod that reproduced the issue.
Using "selection-tool" type with mouse left click is causing the issue. I extracted the code from the unit_control mod. :D
Reproduce steps:
1. Create a blueprint library with a few books
2. Install the MVP mod and relaunch the game
3. Try ...
Using "selection-tool" type with mouse left click is causing the issue. I extracted the code from the unit_control mod. :D
Reproduce steps:
1. Create a blueprint library with a few books
2. Install the MVP mod and relaunch the game
3. Try ...
- Sat Oct 04, 2025 7:48 pm
- Forum: Not a bug
- Topic: [2.0.69] Left click not working in blueprint library
- Replies: 6
- Views: 1693
Re: [2.0.69] Left click not working in blueprint library
Hi
Teleclast also report the issue on my chat. So I did some digging. Here is what I found so far.
This issue didn't exist in 2.0.66. I see the issue when the mod adds a custom input with mouse-button-1. I tried adding Shift or Alt. The action in blueprint library GUI still broken.
Here is the ...
Teleclast also report the issue on my chat. So I did some digging. Here is what I found so far.
This issue didn't exist in 2.0.66. I see the issue when the mod adds a custom input with mouse-button-1. I tried adding Shift or Alt. The action in blueprint library GUI still broken.
Here is the ...
- Sat Aug 16, 2025 10:32 pm
- Forum: Not a bug
- Topic: [2.0.64] Territory reappear after calling LuaTerritory destroy()
- Replies: 3
- Views: 977
Re: [2.0.64] Territory reappear after calling LuaTerritory destroy()
No I did not explore the whole area. That call destroys the segment unit as well.
From the function description, "Immediately destroys the territory, along with any segmented units guarding it. All associated chunks are cleared from the territory system, allowing the map generator to potentially ...
From the function description, "Immediately destroys the territory, along with any segmented units guarding it. All associated chunks are cleared from the territory system, allowing the map generator to potentially ...
- Sat Aug 16, 2025 8:23 pm
- Forum: Not a bug
- Topic: [2.0.64] Territory reappear after calling LuaTerritory destroy()
- Replies: 3
- Views: 977
[2.0.64] Territory reappear after calling LuaTerritory destroy()
What did you do?
Working with the new LuaTerritory.destroy() function in an upcoming feature of my mod.
What happened?
The destroyed territory seems reappeared after a new chunk generation??
See this in action:
https://www.youtube.com/watch?v=fU1R8WVcjZI
See screenshot for the code I used to ...
Working with the new LuaTerritory.destroy() function in an upcoming feature of my mod.
What happened?
The destroyed territory seems reappeared after a new chunk generation??
See this in action:
https://www.youtube.com/watch?v=fU1R8WVcjZI
See screenshot for the code I used to ...
- Fri Mar 07, 2025 4:21 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.39] Crash (BoundingBox::calcVectorExtension)
- Replies: 1
- Views: 2307
[2.0.39] Crash (BoundingBox::calcVectorExtension)
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 ...
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 ...