Search found 1319 matches
- Tue Dec 23, 2025 6:48 pm
- Forum: Not a bug
- Topic: [2.0.72] bots keep taking repair packs and stuck themselves
- Replies: 11
- Views: 379
Re: [2.0.72] bots keep taking repair packs and stuck themselves
Rseding was trying to say that construction robots don't respect storage priorities at all and never will
They do respect storage priorities. There is no storage or requester in the logistic network shown in the screenshots and so nowhere for the robots to put repair packs.
So the shown ...
- Tue Dec 23, 2025 5:48 pm
- Forum: Gameplay Help
- Topic: Combine product and quality signal
- Replies: 4
- Views: 169
Re: Combine product and quality signal
Been a while since I tried it, but look at the new Selector Combinator and try the "quality transfer" mode.
- Tue Dec 23, 2025 5:41 pm
- Forum: Not a bug
- Topic: [2.0.72] bots keep taking repair packs and stuck themselves
- Replies: 11
- Views: 379
Re: [2.0.72] bots keep taking repair packs and stuck themselves
Construction robots and roboports were never meant to be fully functional without storage chests for repair packs that don't end up fitting. You simply need to build storage chests for the repair packs.
Would it be possible to change that and make roboports a higher priority source for the ...
- Sun Dec 14, 2025 2:02 pm
- Forum: Modding help
- Topic: surface.create_entity throwing strange errors when fast replacing a Tank
- Replies: 4
- Views: 339
Re: surface.create_entity throwing strange errors when fast replacing a Tank
Glad to hear it. The documentation is the best part of Factorio's API, if you ignore it you are missing out.
- Fri Dec 12, 2025 1:02 pm
- Forum: Modding help
- Topic: surface.create_entity throwing strange errors when fast replacing a Tank
- Replies: 4
- Views: 339
Re: surface.create_entity throwing strange errors when fast replacing a Tank
FYI, it is not possible to directly reassign a LuaEquipmentGrid or LuaInventory object from one entity to another, i.e. change the owner of an existing object. The contents of the old one must be copied somehow into the new one that is automatically created for the new entity.
The error messages ...
The error messages ...
- Sat Dec 06, 2025 7:55 pm
- Forum: Ideas and Suggestions
- Topic: Automatically set locomotive to manual driving when selecting "drive remotely"
- Replies: 5
- Views: 368
- Tue Nov 25, 2025 7:29 pm
- Forum: Not a bug
- Topic: [2.0.72] Parametrized train interrupt fails to use parameter in "item count" wait conditions
- Replies: 3
- Views: 421
Re: [2.0.72] Parametrized train interrupt fails to use parameter in "item count" wait conditions
The Circuit Signal Wildcard will be filled in with the first signal that meets the condition. It will be filled in everywhere in the interrupt that the Circuit Signal Wildcard appears. It will *not* fill in slots containing the Item Wildcard, because it is a signal not an item. Unless I'm completely ...
- Mon Nov 24, 2025 12:18 am
- Forum: Modding help
- Topic: Intermediate products are not working
- Replies: 5
- Views: 537
Re: Intermediate products are not working
There have been issues in the past with recipes not being usable as handcrafting intermediates. Some were modder mistakes and some were engine bugs, like this one: https://forums.factorio.com/viewtopic.php?p=540359&hilit=Handcrafting+intermediate#p540359
Check to see that you have all the flags ...
Check to see that you have all the flags ...
- Fri Nov 14, 2025 3:30 pm
- Forum: Technical Help
- Topic: Corrupt map: unknown quality prototype ID 140.
- Replies: 5
- Views: 760
Re: Corrupt map: unknown quality prototype ID 140.
Unfortunately, for performance reasons the game does not validate the game state when it is saved, only when it is loaded. Some people make backup every day for this reason. If you have any sort of file backup application installed on your computer, you can look for older copies of the save file ...
- Thu Nov 13, 2025 8:02 pm
- Forum: Modding help
- Topic: Unable to use deconstruction, upgrade, or BP on loader-1x1 deepcopy entity
- Replies: 2
- Views: 530
Re: Unable to use deconstruction, upgrade, or BP on loader-1x1 deepcopy entity
I would suggest you remove the deepcopy and instead copy and paste the prototype from the base game file into your mod file for your "tier 1" loader. Then you can change every property to exactly what you want, and deepcopy the tier 1 prototype to make the tier 2 prototype, etc.
The upgrade planner ...
The upgrade planner ...
- Wed Nov 05, 2025 6:45 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Cloning boiler duplicates fluid inside
- Replies: 4
- Views: 621
Re: [2.0.72] Cloning boiler duplicates fluid inside
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 ...
I confirmed the bug with your reproduction command. The first boiler has 50 water in ...
- 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: 3872
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: 621
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: 741
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: 741
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: 814
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: 218
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: 1134
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: 577
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: 573
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.