Search found 289 matches

by Muppet9010
Sun Jun 28, 2026 12:14 am
Forum: Resolved for the next release
Topic: [2.1.8] Deleting Logistic Groups crashes(?) dedicated linux server
Replies: 1
Views: 151

[2.1.8] Deleting Logistic Groups crashes(?) dedicated linux server

In 2.1.8 when multiple logistic groups with 0 uses are deleted in quick succession via a requester chest the server becomes non responsive indefinitely. There is no entry made to the Factorio current log or the console (stdout logged).
The .lock file remains until I send a server shutdown request ...
by Muppet9010
Thu Jun 04, 2026 11:57 pm
Forum: Resolved for the next release
Topic: [2.0.76] Fast replacing combinator to different quality loses description
Replies: 1
Views: 332

[2.0.76] Fast replacing combinator to different quality loses description

Hi,

When you super force build (control + shift) to fast replace a combinator that has a logistic group and description set to a combinator of a different quality, the description is lost, but the logistic group remains.
by Muppet9010
Sun Apr 12, 2026 3:40 pm
Forum: Gameplay Help
Topic: Construction Robots flying to "deliver" with no item in them.
Replies: 5
Views: 972

Re: Construction Robots flying to "deliver" with no item in them.

Oh and it then continues on the second half of its journey empty?
by Muppet9010
Sun Apr 12, 2026 2:04 pm
Forum: Gameplay Help
Topic: Construction Robots flying to "deliver" with no item in them.
Replies: 5
Views: 972

Construction Robots flying to "deliver" with no item in them.

In the below save and picture there are construction robots flying to a steel chest that has items ghost requested.
04-12-2026, 15-03-48.png
Some of the robots have no items in them and have the task listed as "deliver". They go to the steel chest, drop off their 0 items and then fly to a ...
by Muppet9010
Fri Dec 05, 2025 9:36 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.72] Crash undoing construction (Entity.hpp (757): getSurface)
Replies: 2
Views: 812

[2.0.72] Crash undoing construction (Entity.hpp (757): getSurface)

A vanilla multiplayer server crashed. Multiple players were undoing large deconstruction jobs at the time if that's relevant to the error message.

Linux non-interrupting autosave is enabled, but they were scheduled every 10 minutes and this looks to have crashed 7 minutes after the previous save, 3 ...
by Muppet9010
Sat Nov 22, 2025 11:51 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.72] Character and iceberg draw order erratic
Replies: 2
Views: 990

[Genhis][2.0.72] Character and iceberg draw order erratic

In this specific situation in map mode the draw order of the player character and the ice berg change depending upon where on the screen the character is. See video.
Vanilla 2.0.72
It was in multiplayer with someone else hosting.
by Muppet9010
Sat May 03, 2025 10:53 am
Forum: Ideas and Suggestions
Topic: Add a "Show Decals" Graphic setting
Replies: 0
Views: 422

Add a "Show Decals" Graphic setting

Hi,

It would be great if there was a "Show Decals" option under the Graphics settings like there is for Decoratives.

A friend and I were trying to turn off the visual clutter on Gleba to make spotting the different tiles much easier and make the map easier for them to read.
05-03-2025, 11-53-03 ...
by Muppet9010
Sat Mar 15, 2025 8:34 pm
Forum: Not a bug
Topic: [2.0.41] Some Gleba decorative aren't hidden by graphics settings
Replies: 1
Views: 575

[2.0.41] Some Gleba decorative aren't hidden by graphics settings

It seems that some Gleba decoratives aren't being hidden when the graphics setting "Show decoratives" is disabled.
See the highlighted one below.
03-15-2025, 20-31-30.png

Found as a friend found regular gleba hard to read visually and so we started turning off all the visual flares to make it ...
by Muppet9010
Sun Feb 02, 2025 10:57 pm
Forum: Duplicates
Topic: [2.0.32] Small Spitter getting stuck attacking tree
Replies: 2
Views: 1598

Re: [2.0.32] Small Spitter getting stuck attacking tree

Balls I searched for spitters and tree/rock.
Thanks
by Muppet9010
Sun Feb 02, 2025 10:44 pm
Forum: Duplicates
Topic: [2.0.32] Small Spitter getting stuck attacking tree
Replies: 2
Views: 1598

[2.0.32] Small Spitter getting stuck attacking tree

Once a small spitter starts attacking a tree in its path it gets stuck infinitely as the spitter does no damage to the tree.
02-02-2025, 22-39-28.png

Encountered with Space Age enabled, but no custom mods ever used on the save.
Save attached. Spitters are north of base in the forest above the ...
by Muppet9010
Mon Oct 21, 2024 11:27 am
Forum: Resolved Requests
Topic: [2.0.7] FurnacePrototype is missig from documentation
Replies: 1
Views: 808

[2.0.7] FurnacePrototype is missig from documentation

The Furnace prototype is missing from the Prototype documentation. It's still a distinct prototype class within the game.
by Muppet9010
Sun Jan 07, 2024 10:21 pm
Forum: Modding interface requests
Topic: Add an API to access a recipe's Total Raw on the LuaRecipePrototype
Replies: 0
Views: 766

Add an API to access a recipe's Total Raw on the LuaRecipePrototype

Within Factorio when the user hovers over a recipe the context information includes the total raw ingredients and craft time.
It would be great if this could be exposed on the Runtime API as part of the LuaRecipePrototype object. At present a mod would have to walk the recipes that make the ...
by Muppet9010
Fri Dec 29, 2023 7:32 pm
Forum: Documentation Improvement Requests
Topic: New Game and Migration Scripts in Data Lifecycle
Replies: 1
Views: 1525

New Game and Migration Scripts in Data Lifecycle

When starting a new game with a mod enabled the mods migration scripts aren't run.
The Data Lifecycle diagram doesn't seem to distinguish the difference between a new game starting with the mod active and the mod being added to a save.
Capture.PNG
There also isn't any wording to this effect that I ...
by Muppet9010
Sun Oct 29, 2023 2:47 pm
Forum: Resolved Requests
Topic: Animation `layers` field should be optional.
Replies: 1
Views: 1075

Animation `layers` field should be optional.

The `layers` field should be optional in the prototype Animation.
The example on the page confirms this in addition to my working code.

https://lua-api.factorio.com/latest/typ ... tml#layers
by Muppet9010
Sat Oct 28, 2023 11:46 pm
Forum: Resolved Requests
Topic: Prototype LightDefinition listed `picture` as mandatory
Replies: 1
Views: 1089

Prototype LightDefinition listed `picture` as mandatory

https://lua-api.factorio.com/latest/typ ... ition.html

The `picture` field is listed as mandatory, but it's optional for "basic" type. The `rotation_shift` field is the same requirement concept and is listed as optional.
by Muppet9010
Thu Oct 26, 2023 9:02 am
Forum: Resolved Requests
Topic: EntityWithHealthPrototype resistances field is a singular rather than array?
Replies: 4
Views: 1813

Re: EntityWithHealthPrototype resistances field is a singular rather than array?

The docs list a single object/table of fields. But accepts an array of objects as per your included example.
by Muppet9010
Wed Oct 25, 2023 9:52 pm
Forum: Resolved Requests
Topic: EntityWithHealthPrototype resistances field is a singular rather than array?
Replies: 4
Views: 1813

EntityWithHealthPrototype resistances field is a singular rather than array?

The definition of the resistances field in EntityWithHealthPrototype is the type of Resistances. But looking at this Resistances class its a single object/table, rather than supporting an array of Resistances.
I'm not entirely sure on what the valid options are the, but the example array of tables ...
by Muppet9010
Wed Oct 18, 2023 11:36 pm
Forum: Not a bug
Topic: Unit entities created on an old mod prototype version have "cached" movement_speed
Replies: 1
Views: 1317

Unit entities created on an old mod prototype version have "cached" movement_speed

It seems that if a unit is created in a map and the game saved. Then the unit prototype's speed is changed in the mod. When the game is loaded the existing units keep the old prototype speed, with any newly placed units getting the new prototype speed.
See demo video, save and sample mod attached ...
by Muppet9010
Sun Oct 08, 2023 6:33 pm
Forum: Resolved Requests
Topic: Prototype MinableProperties has some optional fields not marked as such
Replies: 1
Views: 1088

Prototype MinableProperties has some optional fields not marked as such

The Prototype MinableProperties class has some optional fields not marked as such: required_fluid & mining_trigger
https://lua-api.factorio.com/latest/types/MinableProperties.html


I quickly checked and these are correctly marked as optional on the Runtime side.
https://lua-api.factorio.com/latest ...
by Muppet9010
Thu Apr 20, 2023 10:15 am
Forum: Releases
Topic: Version 1.1.81
Replies: 8
Views: 16065

Re: Version 1.1.81

It does look much more inviting for new-to-mod users. As your presented with groupings of good mods, not just a mash of latest mods. With half often having been: WIP, alpha, personal, etc.

Seeing `fresh mods of the last month` category, I would like to be able to expand it and see more than just 5.

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