Search found 76 matches

by heyqule
Thu Dec 04, 2025 1:51 am
Forum: Pending
Topic: [2.0.72] Crash "Error ShootingTarget.cpp:12: Unset shooting target"
Replies: 2
Views: 169

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 ...
by heyqule
Mon Dec 01, 2025 5:40 pm
Forum: Pending
Topic: [2.0.72] Crash "Error ShootingTarget.cpp:12: Unset shooting target"
Replies: 2
Views: 169

[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 ...
by heyqule
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: 389

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 ...
by heyqule
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: 591

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 ...
by heyqule
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: 591

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 ...
by heyqule
Sat Aug 16, 2025 10:32 pm
Forum: Not a bug
Topic: [2.0.64] Territory reappear after calling LuaTerritory destroy()
Replies: 3
Views: 540

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 ...
by heyqule
Sat Aug 16, 2025 8:23 pm
Forum: Not a bug
Topic: [2.0.64] Territory reappear after calling LuaTerritory destroy()
Replies: 3
Views: 540

[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 ...
by heyqule
Fri Mar 07, 2025 4:21 am
Forum: Resolved Problems and Bugs
Topic: [2.0.39] Crash (BoundingBox::calcVectorExtension)
Replies: 1
Views: 1800

[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 ...
by heyqule
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: 1350

[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 ...
by heyqule
Sat Jan 18, 2025 11:22 pm
Forum: Mod portal Discussion
Topic: Request for new tag/category
Replies: 6
Views: 2506

Re: Request for new tag/category

They should add one for planets too.
by heyqule
Sun Dec 22, 2024 12:36 pm
Forum: Releases
Topic: Version 2.0.28
Replies: 12
Views: 18211

Re: Version 2.0.28

Lol. I feel honored to receive a dedicated patch for my mod.
by heyqule
Mon Dec 02, 2024 10:11 pm
Forum: Not a bug
Topic: [2.0.23] Enemies autoplace control conflict?
Replies: 1
Views: 521

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. :lol:
seed1.JPG
seed1.JPG (106.9 KiB) Viewed 495 times
by heyqule
Mon Dec 02, 2024 9:33 pm
Forum: Not a bug
Topic: [2.0.23] Enemies autoplace control conflict?
Replies: 1
Views: 521

[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 ...
by heyqule
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: 1644

[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 ...
by heyqule
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: 321

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 ...
by heyqule
Thu Nov 14, 2024 5:09 am
Forum: Duplicates
Topic: [2.0.17] Gleba enemies stay frozen when about to attack
Replies: 6
Views: 1719

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
by heyqule
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: 1971

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
by heyqule
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: 1971

[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 ...

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