You mean the cloned boiler has *more* fluid than the original one? That's a good bug to report. I didn't initially understand from your use of the word "raising"-- the word "increasing" would be more correct here.
I confirmed the bug with your reproduction command. The first boiler has 50 water in ...
Search found 1309 matches
- Wed Nov 05, 2025 6:45 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Cloning boiler duplicates fluid inside
- Replies: 4
- Views: 398
- Wed Nov 05, 2025 6:39 pm
- Forum: Technical Help
- Topic: [2.0.69] Adding, Updating, Deleting Mods causes a desync or Migration issue
- Replies: 11
- Views: 3406
Re: [2.0.69] Adding, Updating, Deleting Mods causes a desync or Migration issue
I was bored so I did a code review on all the mods in your save file. TWO mods stand out as ones which write to potentially dangerous session-global variables inside on_configuration_changed: "Long Range Delivery Drones" and "Corrundum". Removing one or both of them, loading it in single player, and ...
- Wed Nov 05, 2025 4:56 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Cloning boiler duplicates fluid inside
- Replies: 4
- Views: 398
Re: [2.0.72] Cloning boiler duplicates fluid inside
Cloning by definition copies all characteristics, including chest contents and fluid contents. If you want the new entity to be empty, you will have to empty it by script after cloning. Or you can use create_entity() and manually copy the properties that you want to preserve.
- Thu Oct 30, 2025 11:39 am
- Forum: Modding interface requests
- Topic: Gui element that shows script inventory
- Replies: 8
- Views: 488
Re: Gui element that shows script inventory
Can you provide any more details about your application and why an invisible container entity with interactions disabled is insufficient? A script could cause the player to open the container's gui even if the container itself is not clickable. The contents can be stored in the invisible ...
- Wed Oct 29, 2025 5:50 pm
- Forum: Modding interface requests
- Topic: Gui element that shows script inventory
- Replies: 8
- Views: 488
Re: Gui element that shows script inventory
Can you provide any more details about your application and why an invisible container entity with interactions disabled is insufficient? A script could cause the player to open the container's gui even if the container itself is not clickable. The contents can be stored in the invisible container ...
- Tue Oct 28, 2025 1:10 pm
- Forum: Fixed for 2.1
- Topic: [2.0.69] Bots return modules to wrong chest when upgrade is cancelled
- Replies: 3
- Views: 621
Re: [2.0.69] Bots return modules to wrong chest when upgrade is cancelled
This looks very similar to viewtopic.php?p=658117 which was supposed to have been fixed, but apparently isn't.
- Mon Oct 27, 2025 2:53 pm
- Forum: Modding help
- Topic: prototypes migrations in lua migration
- Replies: 1
- Views: 130
Re: prototypes migrations in lua migration
No, this is not possible. You can use Lua code in a Lua migration to destroy the old entities and make new ones depending on what mods are installed.
But migrations generally are supposed to be for things that happen in your mod alone, since you don't really control when they run. When things need ...
But migrations generally are supposed to be for things that happen in your mod alone, since you don't really control when they run. When things need ...
- Sat Oct 25, 2025 6:39 pm
- Forum: Resolved for the next release
- Topic: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
- Replies: 6
- Views: 828
Re: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
For my mod, I created a machine that uses underground pipe connections of a special "unpipable" connection category with a range of 1 instead of the regular fluid pipe connections. (to allow an implementation of unpipable fluids which require direct machine-to-machine transfer)
Can you attach ...
- Fri Oct 24, 2025 2:46 pm
- Forum: Technical Help
- Topic: URGENT: 125-Hour Save Corruption - MilitaryTarget Error - Need Developer Help
- Replies: 3
- Views: 431
Re: URGENT: 125-Hour Save Corruption - MilitaryTarget Error - Need Developer Help
Not sure what about this is urgent, but I hope they can help. You're going to run Memtest on your computer now, right? That will show you if you need to replace your RAM to prevent future corruption.
- Thu Oct 23, 2025 4:58 am
- Forum: Not a bug
- Topic: [2.0.60] Infinity chests aren't allowed in "from" in upgrade planner
- Replies: 4
- Views: 456
Re: [2.0.60] Infinity chests aren't allowed in "from" in upgrade planner
Right, fast_replaceable_group is what actually defines what can be used in the upgrade planner. Set fast_replaceable_group to a unique value, set next_upgrade to nil, and it should work fine.
- Wed Oct 22, 2025 6:57 pm
- Forum: Modding help
- Topic: Error message info.json file
- Replies: 5
- Views: 640
Re: Error message info.json file
~~The mod files need to be inside a folder (named the same as the mod) inside the zip file.~~
JSON files normally cannot include comments. Try deleting the '--' and everything after it.
JSON files normally cannot include comments. Try deleting the '--' and everything after it.
- Tue Oct 21, 2025 3:18 pm
- Forum: Already exists
- Topic: Add resource_searching_offset to LuaEntityPrototype
- Replies: 3
- Views: 222
Re: Add resource_searching_offset to LuaEntityPrototype
Okay, thanks! And just to be clear, does the offset change the actual area that the mining drill extracts resources from, or does it only change where the mining area visualization is drawn?
- Tue Oct 21, 2025 3:32 am
- Forum: Already exists
- Topic: Add resource_searching_offset to LuaEntityPrototype
- Replies: 3
- Views: 222
Add resource_searching_offset to LuaEntityPrototype
It looks like resource_searching_offset is not accessible from LuaEntityPrototype. Can you please add read access to it?
- Mon Oct 20, 2025 8:59 pm
- Forum: Documentation Improvement Requests
- Topic: Document behavior of target_pipe_connection_index
- Replies: 0
- Views: 159
Document behavior of target_pipe_connection_index
The behavior of target_pipe_connection_index, found in the PipeConnection structure returned by LuaFluidBox::get_pipe_connections() , is not immediately obvious when merged fluidbox prototypes are involved. I have determined experimentally that target_pipe_connection_index represents the index of ...
- Mon Oct 20, 2025 12:07 pm
- Forum: Modding discussion
- Topic: No event is raised when using "remove all entities" in editor mode
- Replies: 9
- Views: 462
Re: No event is raised when using "remove all entities" in editor mode
This is also the reason that checking any stored Lua object references for .valid==true before use is important even if you don't think it should have changed. Editor causes multiple things to happen that don't in normal gameplay.
- Sun Oct 19, 2025 2:52 pm
- Forum: Releases
- Topic: Version 2.0.71
- Replies: 10
- Views: 6623
Re: Version 2.0.71
> Fixed freeze with unknown cause
I mean, as far as changelogs go in the modern day that's pretty darn descriptive. Even if it's the equivalent of a blank sheet of paper from Wube
Wube devs are so good, they can fix undiscovered bugs. They squash bugs preemptively. 😃
Factorio so good ...
- Thu Oct 09, 2025 6:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.69] Crash "Trying to make chunk at unreasonable position [-32755, -32769]"
- Replies: 18
- Views: 3847
Re: [2.0.69] Crash "Trying to make chunk at unreasonable position [-32755, -32769]"
Hmm. I forgot that this type of crash does not properly identify if the chunk generation request was created by a mod. Does it always happen when you load the save file you shared? Does it crash in single player?
There might be a mod that is forcing the generation of increasingly distant chunks ...
There might be a mod that is forcing the generation of increasingly distant chunks ...
- Thu Oct 09, 2025 6:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.69] Crash "Trying to make chunk at unreasonable position [-32755, -32769]"
- Replies: 18
- Views: 3847
Re: [2.0.69] Crash "Trying to make chunk at unreasonable position [-32755, -32769]"
The save file is very large and I can't download it on mobile data. Would you mind attaching the log file by itself to a forum post?
This error is usually caused by a bug in a mod Lua script that can be corrected by a mod author. The log will show which mod, if any, caused the error.
This error is usually caused by a bug in a mod Lua script that can be corrected by a mod author. The log will show which mod, if any, caused the error.
- Thu Oct 09, 2025 5:37 pm
- Forum: Technical Help
- Topic: [Solved] Summary of Multiplayer-Related Memory Issues and Questions
- Replies: 8
- Views: 708
Re: Summary of Multiplayer-Related Memory Issues and Questions
You need to disable asynchronous saving completely as a test before making any bug report. Then the server will pause while the save takes place. It will guarantee no new processes are spawned and no additional memory will be consumed. You should measure how much time it takes to complete each save ...
- Thu Oct 09, 2025 3:35 pm
- Forum: Technical Help
- Topic: [Solved] Summary of Multiplayer-Related Memory Issues and Questions
- Replies: 8
- Views: 708
Re: Summary of Multiplayer-Related Memory Issues and Questions
Asynchronous saving is an experimental feature and has remained that way for years because of how many instability issues it can cause. The best thing for you to try first is to disable asynchronous saving and set the autoaave interval to 5 or 15 minutes. Then see what the memory usage looks like.