Search found 276 matches
- Fri Aug 01, 2025 5:34 pm
- Forum: Modding help
- Topic: How to access the curently configured blueprint
- Replies: 3
- Views: 162
Re: How to access the curently configured blueprint
It can be in the cursor_stack, but doesn't have to . It could be in the cursor, but also in inventory, or in another entity.
What i'm think of for the solution is in the on_gui_opened event, if the opened gui is of type blueprint, save the blueprint that you can get from player.opened, and if the ...
- Fri Aug 01, 2025 5:30 pm
- Forum: Not a bug
- Topic: [2.0.61] on_chunk_generated is executed before on_surface_created
- Replies: 1
- Views: 110
[2.0.61] on_chunk_generated is executed before on_surface_created
Don't know if this is intended, but it breaks functionality of my mod:
When using force_generate_chunk_requests inside the on_surface_created event, the on_chunk_generated event is executed for all mods before all other mods execute on_surface_created.
In my example I assign a surface property in on ...
When using force_generate_chunk_requests inside the on_surface_created event, the on_chunk_generated event is executed for all mods before all other mods execute on_surface_created.
In my example I assign a surface property in on ...
- Thu Jul 31, 2025 1:54 pm
- Forum: Modding help
- Topic: How to access the curently configured blueprint
- Replies: 3
- Views: 162
How to access the curently configured blueprint
How to access the ItemStack or Record holding the blueprint configured in on_player_configured_blueprint?
It's not blueprint_to_setup or cursor_stack
It's not blueprint_to_setup or cursor_stack
- Tue Jul 29, 2025 2:14 pm
- Forum: Modding help
- Topic: How do I open a GUI with the radar?
- Replies: 5
- Views: 351
Re: How do I open a GUI with the radar?
You are wrapping defines.events.xxx in parentheses, thus providing a table when the on_event function expects a defines.events number or a string of the same name. Remove the {} and it should work. (assuming radars even have gui, i don't remember if they do with energy sources other than burner ...
- Thu Jul 24, 2025 8:29 pm
- Forum: Modding interface requests
- Topic: Beacon interface / Beacons without inventory
- Replies: 4
- Views: 232
Beacon interface / Beacons without inventory
Similar to the Electric Energ Interface, a Beacon Interface would be nice which allows to arbitrarily set the effects runtime without dealing with module items.
Alternatively or in addition, allow machines that are effect receivers to apply effects on them during runtime
Alternatively or in addition, allow machines that are effect receivers to apply effects on them during runtime
- Wed Jul 23, 2025 1:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.60] Crash when trying to clone rolling stock
- Replies: 5
- Views: 599
Re: [2.0.57] Crash when trying to clone rolling stock
Here are the save file and the mod (Do not sync mods). Just guide the train trough the subway.
- Tue Jul 22, 2025 10:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.60] Crash on certain tick
- Replies: 4
- Views: 847
Re: [2.0.60] Crash on certain tick
There are more hints now and the savefile does only contain one mod
47.841 Error CrashHandler.cpp:503: Exception Code: c0000005, Address: 0x00007ff60b88e491
ModuleBase: 0x00007ff60b4e0000, ImageSize: 029be000, RelativeAddress: 003ae491
47.841 Error CrashHandler.cpp:509: Access Violation: Read at ...
47.841 Error CrashHandler.cpp:503: Exception Code: c0000005, Address: 0x00007ff60b88e491
ModuleBase: 0x00007ff60b4e0000, ImageSize: 029be000, RelativeAddress: 003ae491
47.841 Error CrashHandler.cpp:509: Access Violation: Read at ...
- Tue Jul 22, 2025 9:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.60] Crash on certain tick
- Replies: 4
- Views: 847
Re: [2.0.60] Crash on certain tick
Interesting, I don't get that error. There is still a noise.lua in my installations data/core.
Don't care the missing mods. The error also occurs when only bztungsten is active. Just load the save without syncing. Luckily the error does not occur because of mods interferring each other.
Without ...
Don't care the missing mods. The error also occurs when only bztungsten is active. Just load the save without syncing. Luckily the error does not occur because of mods interferring each other.
Without ...
- Tue Jul 22, 2025 7:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.60] Crash on certain tick
- Replies: 4
- Views: 847
[boskid][2.0.60] Crash on certain tick
I updated a mod to 2.0, and the game crashes on my save when it reaches a certain tick:
44.708 Error CrashHandler.cpp:503: Exception Code: c0000005, Address: 0x00007ff752dde491
ModuleBase: 0x00007ff752a30000, ImageSize: 029be000, RelativeAddress: 003ae491
44.708 Error CrashHandler.cpp:509: Access ...
44.708 Error CrashHandler.cpp:503: Exception Code: c0000005, Address: 0x00007ff752dde491
ModuleBase: 0x00007ff752a30000, ImageSize: 029be000, RelativeAddress: 003ae491
44.708 Error CrashHandler.cpp:509: Access ...
- Sun Jul 20, 2025 2:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.60] Crash when trying to clone rolling stock
- Replies: 5
- Views: 599
Re: [2.0.57] Crash when trying to clone rolling stock
Actually I cannot reproduce it outside of my mod.
Creating the carriage via create_entity on the same position works fine, with clone it crashes. But when I output some "breakpoint messages" after this line to a file, it shows that the code runs through the end of the tick loop (variable e is ...
Creating the carriage via create_entity on the same position works fine, with clone it crashes. But when I output some "breakpoint messages" after this line to a file, it shows that the code runs through the end of the tick loop (variable e is ...
- Sun Jul 20, 2025 1:02 pm
- Forum: Modding help
- Topic: Create-entity trigger way to set Owner?
- Replies: 1
- Views: 176
Re: Create-entity trigger way to set Owner?
Alternatively you could use the script trigger and create the entity via script
- Sat Jul 12, 2025 10:33 pm
- Forum: Modding interface requests
- Topic: Flag to order robots throw explosives on minable cliffs
- Replies: 2
- Views: 168
Re: Flag to order robots throw explosives on minable cliffs
Yes. It would be useful for balancing reasonsrobot256 wrote: Sat Jul 12, 2025 4:41 pm Is your actual intention to make a cliff that players can mine but robots cannot?
- Sat Jul 12, 2025 4:12 pm
- Forum: Modding interface requests
- Topic: Flag to order robots throw explosives on minable cliffs
- Replies: 2
- Views: 168
Flag to order robots throw explosives on minable cliffs
I have a cliff entity which has it's minable property set but can also be destroyed by explosives.
When marking it for deconstruction, robots deconstruct it the normal way instead of throwing explosives at it.
Feature suggestion for a flag to be set.
When marking it for deconstruction, robots deconstruct it the normal way instead of throwing explosives at it.
Feature suggestion for a flag to be set.
- Sat Jul 12, 2025 2:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.60] Crash when trying to clone rolling stock
- Replies: 5
- Views: 599
[Rseding91] [2.0.60] Crash when trying to clone rolling stock
Trief this in my mod:
local e = carriage.clone{position = teleport_pos, surface = v.surface, force = carriage.force}
The carriage is moving.
The game crashed with the following message:
C:\Users\build\AppData\Local\Temp\factorio-build-CUjDhu\src\Util\ReleaseAssert.cpp(7): ReleaseAssertFailed
C ...
local e = carriage.clone{position = teleport_pos, surface = v.surface, force = carriage.force}
The carriage is moving.
The game crashed with the following message:
C:\Users\build\AppData\Local\Temp\factorio-build-CUjDhu\src\Util\ReleaseAssert.cpp(7): ReleaseAssertFailed
C ...
- Wed Jul 02, 2025 7:38 am
- Forum: Modding help
- Topic: [Solved]Using autoplace to make a tile appear under a resource?
- Replies: 3
- Views: 325
Re: [Solved]Using autoplace to make a tile appear under a resource?
Alternatively, you can use the same noise expression for your tile autoplace
- Wed Jul 02, 2025 7:36 am
- Forum: Modding help
- Topic: Making a gun that requires no ammo
- Replies: 4
- Views: 388
Re: Making a gun that requires no ammo
What have you achieved so far?
- Sun Jun 08, 2025 9:41 am
- Forum: Modding help
- Topic: How to delete a logistic group?
- Replies: 2
- Views: 443
Re: How to delete a logistic group?
Maybe set group to an empty string
- Sat May 24, 2025 1:59 pm
- Forum: Modding help
- Topic: Problem toying with infinite tech
- Replies: 5
- Views: 905
Re: Problem toying with infinite tech
What is the max level you get?
I just saw that max_level must not be inside unit
I just saw that max_level must not be inside unit
- Sun May 04, 2025 1:45 pm
- Forum: Modding help
- Topic: Fixing outdated mods with a local mod?
- Replies: 1
- Views: 286
Re: Fixing outdated mods with a local mod?
You need to override all filenames in the data table where the missing files occur.
- Thu Apr 17, 2025 8:19 am
- Forum: Modding help
- Topic: Need help on coding problem
- Replies: 5
- Views: 688
Re: Need help on coding problem
Why second thread? viewtopic.php?t=128185