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by jurgy
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

[2.1.9] Error ConstructionRobot.cpp:367: this->busyRobotLink.isLinked() == this->shouldBeLinked() was not true

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 ...
by jurgy
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 ...
by jurgy
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 ...
by jurgy
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
by jurgy
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 ...
by jurgy
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 ...
by jurgy
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 ...
by jurgy
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 ...
by jurgy
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 ...
by jurgy
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.
by jurgy
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 ...
by jurgy
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 ...
by jurgy
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 ...
by jurgy
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 ...
by jurgy
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 ...
by jurgy
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 ...
by jurgy
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
justarandomgeek wrote: oh that one's a gui thing, i'm not touching that
by jurgy
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 ...
by jurgy
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 ...

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