Deleting all the objects in the attached saves causes a crash that has something to do with the construction robots.
07-07-2026, 18-13-50.png
For some reason if any of the mods is not enabled resulting in the mod change migration menu, or whatever it's called, on load the crash doesn't happen ...
Search found 50 matches
- Tue Jul 07, 2026 4:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.9] Error ConstructionRobot.cpp:367: this->busyRobotLink.isLinked() == this->shouldBeLinked() was not true
- Replies: 1
- Views: 322
- Sun Jul 05, 2026 8:33 pm
- Forum: Modding interface requests
- Topic: get_widget_position for tool bar shortcuts
- Replies: 0
- Views: 102
get_widget_position for tool bar shortcuts
Hi, I'm trying to create a tips-and-tricks for Cargo Ships and wanted to grab the Waterway button from the toolbar, but if I'm not mistaken there isn't a way to get the widget position.
Would it be possible to add a SimulationWidgetType for the shortcut toolbar so that it can be found by get_widget ...
Would it be possible to add a SimulationWidgetType for the shortcut toolbar so that it can be found by get_widget ...
- Fri Jun 26, 2026 6:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.7] Crash using create_entity to fast_replace RollingStock with same quality (RailConnectionDirection check fails)
- Replies: 5
- Views: 764
Re: [2.1.7] Crash using create_entity to fast_replace RollingStock with same quality (RailConnectionDirection check fail
Some additional info from the thread Loewchen linked:
- It's not (directly) related to fast_replace = true. The crash also happens if you place a second rolling stock on top of the other.
- It doesn't need to be the same rolling stock. I came across it first with two different locomotives
- It ...
- It's not (directly) related to fast_replace = true. The crash also happens if you place a second rolling stock on top of the other.
- It doesn't need to be the same rolling stock. I came across it first with two different locomotives
- It ...
- Fri Jun 26, 2026 6:37 pm
- Forum: Duplicates
- Topic: [2.1.8][modded] Crash when placing two locomotive on top of each other inbetween tracks
- Replies: 2
- Views: 209
Re: [2.1.8][modded] Crash when placing two locomotive on top of each other inbetween tracks
Not sure if this is the same bug. I'm specifically not fast-replacing the loco for my bug.
E: Probably it is, it crashes on the same line:
Error Rail.cpp:182: this->state == RailConnectionDirection::None was not true
E: Probably it is, it crashes on the same line:
Error Rail.cpp:182: this->state == RailConnectionDirection::None was not true
- Fri Jun 26, 2026 6:31 pm
- Forum: Duplicates
- Topic: [2.1.8][modded] Crash when placing two locomotive on top of each other inbetween tracks
- Replies: 2
- Views: 209
[2.1.8][modded] Crash when placing two locomotive on top of each other inbetween tracks
I found this crash-to-desktop when placing a locomotive on top of another locomotive right in between two tracks.
I came across the issue when messing with the new fast_replace option for rollingstock, but as it turns out that isn't the root cause.
It's kind of a weird scenario since the solution ...
I came across the issue when messing with the new fast_replace option for rollingstock, but as it turns out that isn't the root cause.
It's kind of a weird scenario since the solution ...
- Tue Jun 23, 2026 7:33 pm
- Forum: Documentation Improvement Requests
- Topic: [2.1.7] What do the values of VehiclePrototype::braking_force and friction_force mean?
- Replies: 0
- Views: 106
[2.1.7] What do the values of VehiclePrototype::braking_force and friction_force mean?
The docs just says they are doubles. And I understand that friction would slow the vehicle down when coasting and while breaking the friction force and braking force are combined to determine how fast the vehicle slows. But what does a value of 2, for instance, represent and how does it relate to ...
- Sat Jun 20, 2026 11:47 am
- Forum: Modding interface requests
- Topic: TipTrigger for when a specific entity is mined (manually)
- Replies: 0
- Views: 98
TipTrigger for when a specific entity is mined (manually)
Hi, as mentioned in my Documentation Improvement Request about the TipTrigger explanations, I was looking for a TipTrigger that fires when a player (manually) mines a specific entity. There is MineItemByRobotTipTrigger which can count the number of times a robot mines anything. But this can't filter ...
- Sat Jun 20, 2026 11:35 am
- Forum: Resolved Requests
- Topic: TipTriggers explanations
- Replies: 1
- Views: 171
TipTriggers explanations
Hi, I was looking through the TipTriggers but found it hard to understand when a bunch of them actually should be used.
Here's my non-exhaustive list of the ones that I found hard to understand even after how they are used in vanilla:
- entity-transfer: in/out of what?
- sequence: How is it ...
Here's my non-exhaustive list of the ones that I found hard to understand even after how they are used in vanilla:
- entity-transfer: in/out of what?
- sequence: How is it ...
- Sun Jun 14, 2026 8:59 pm
- Forum: Bug Reports
- Topic: [2.0.77] GameViewSettings.show_alert_gui not showing alert gui
- Replies: 0
- Views: 215
[2.0.77] GameViewSettings.show_alert_gui not showing alert gui
Unless I don't correctly understand what this setting should do, GameViewSettings.show_alert_gui doesn't seem to work.
game_view_settings = {
show_controller_gui = true,
show_quickbar = true,
update_entity_selection = true,
show_alert_gui = true
}
With these settings for a tips-and-tricks ...
game_view_settings = {
show_controller_gui = true,
show_quickbar = true,
update_entity_selection = true,
show_alert_gui = true
}
With these settings for a tips-and-tricks ...
- Sat Jun 13, 2026 6:51 pm
- Forum: Bug Reports
- Topic: [2.0.77] Crash when destroying train while gui is open inside simulation
- Replies: 0
- Views: 274
[2.0.77] Crash when destroying train while gui is open inside simulation
Hi, I noticed while making a tips-and-tricks sim that the game crashes when the train gui is open while the entity dies.
I've attached a mod folder with two added tips-and-tricks one with the train which crashes and one with an assembler that doesn't crash.
I've also attached the log file.
I've attached a mod folder with two added tips-and-tricks one with the train which crashes and one with an assembler that doesn't crash.
I've also attached the log file.
- Fri Jun 12, 2026 3:36 pm
- Forum: Modding interface requests
- Topic: Add raise_event argument to create_entities_from_blueprint_string to raise script_raised_built events
- Replies: 0
- Views: 106
Add raise_event argument to create_entities_from_blueprint_string to raise script_raised_built events
I'm working on tips-and-tricks sims and one of my entities has some on_built code that has to run. But when I create it with create_entities_from_blueprint_string there is no way to raise any event.
Is it possible to add an optional parameter to create_entities_from_blueprint_string so that it ...
Is it possible to add an optional parameter to create_entities_from_blueprint_string so that it ...
- Sat Jun 06, 2026 7:27 pm
- Forum: Modding interface requests
- Topic: Pause LuaRenderObject animation
- Replies: 5
- Views: 913
Re: Pause LuaRenderObject animation
I'm back once again to humbly request considering this change for LuaRenderObjects.
It can maybe be combined with this request from Quezler:
https://forums.factorio.com/viewtopic.php?p=631766
Where creating an animation object always starts at frame 0 (excluding using frame offset).
A related ...
It can maybe be combined with this request from Quezler:
https://forums.factorio.com/viewtopic.php?p=631766
Where creating an animation object always starts at frame 0 (excluding using frame offset).
A related ...
- Tue May 19, 2026 8:24 pm
- Forum: Duplicates
- Topic: [2.0.76] player.undo_redo_stack.get_undo_item first index empty
- Replies: 1
- Views: 193
[2.0.76] player.undo_redo_stack.get_undo_item first index empty
A user of my mod encountered a bug where the player.undo_redo_stack.get_undo_item(1) returned an array where the first index is empty but starting from index 2 it's filled as expected.
05-19-2026, 22-19-23.png
In this screenshot you can see the undo_items array starting at index 2.
I don't ...
05-19-2026, 22-19-23.png
In this screenshot you can see the undo_items array starting at index 2.
I don't ...
- Mon Jan 19, 2026 5:03 pm
- Forum: Not a bug
- Topic: [2.0.73] Locomotive open_sound and close_sound never play
- Replies: 2
- Views: 597
[2.0.73] Locomotive open_sound and close_sound never play
Maybe a minor bug, but I came across this when I was messing with locomotives.
As the title says, a locomotive's open_sound and close_sound never play. For other entities these are used when their gui is opened/closed but this doesn't happen for trains. And since the fields are defined for the ...
As the title says, a locomotive's open_sound and close_sound never play. For other entities these are used when their gui is opened/closed but this doesn't happen for trains. And since the fields are defined for the ...
- Sun Nov 30, 2025 1:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.72] LuaRenderObject render layer depth
- Replies: 3
- Views: 1070
Re: LuaRenderObject render layer depth
As an addendum, I have made two other requests regarding the things we can do with animations:
1. Pausing/changing the speed of animations without jumping the frames
2. Exposing the animation prototype data in the runtime prototypes object
I'd be really happy if someone took the time to ...
1. Pausing/changing the speed of animations without jumping the frames
2. Exposing the animation prototype data in the runtime prototypes object
I'd be really happy if someone took the time to ...
- Fri Nov 28, 2025 10:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.72] LuaRenderObject render layer depth
- Replies: 3
- Views: 1070
[Genhis][2.0.72] LuaRenderObject render layer depth
When two entities with the same render layer are drawn, their y-coordinate determines which is drawn on top: Lower y is drawn over higher y.
With multiple modding projects I've encountered the limitation that you can't recreate this behavior in LuaRenderObjects. Render objects that are created ...
With multiple modding projects I've encountered the limitation that you can't recreate this behavior in LuaRenderObjects. Render objects that are created ...
- Tue Nov 04, 2025 6:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] Crash and weirdness with game.simulation.write (BlueprintLibraryGui::rebuildGui)
- Replies: 3
- Views: 924
Re: [2.0.72] Crash and weirdness with game.simulation.write (BlueprintLibraryGui::rebuildGui)
I was talking about another crash of the simulator with Jarg in the modding discord and he has created a pull request on your side for the fix for that, so maybe that also fixes this.
Edit:
Nevermind
Edit:
Nevermind
justarandomgeek wrote: oh that one's a gui thing, i'm not touching that
- Mon Nov 03, 2025 10:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] Crash and weirdness with game.simulation.write (BlueprintLibraryGui::rebuildGui)
- Replies: 3
- Views: 924
[2.0.72] Crash and weirdness with game.simulation.write (BlueprintLibraryGui::rebuildGui)
I was messing about with creating tips-and-tricks simulations for my mod and was trying out the game.simulation.write method which lead to a crash to desktop.
Trying to get a minimal reproduction for it to report here I stumbled on some other weird behavior. With just story board:
game.simulation ...
Trying to get a minimal reproduction for it to report here I stumbled on some other weird behavior. With just story board:
game.simulation ...
- Thu Oct 23, 2025 6:42 am
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 4899
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
+1 for the unified "Id = true"[]
- Mon Aug 18, 2025 6:37 pm
- Forum: Minor issues
- Topic: [2.0.64] Tiles colliding with cliffs remove some cliffs upon placement as player
- Replies: 1
- Views: 828
[2.0.64] Tiles colliding with cliffs remove some cliffs upon placement as player
This is a follow-up from a bug that Rseding partially fixed back in May.
When placing tiles over cliffs that collide with them some cliffs are removed. Others aren't.
It does work correctly when placing from the editor. So I assume Rseding only fixed it from there. But I'm not sure.
05-06-2025 ...
When placing tiles over cliffs that collide with them some cliffs are removed. Others aren't.
It does work correctly when placing from the editor. So I assume Rseding only fixed it from there. But I'm not sure.
05-06-2025 ...