Steps to reproduce:
Use the mod I attached. Place 2 electric poles and connect them with red or green wire. Then press Ctrl+Z. The floating text states that the connection was undone, but no chat message.
When I disconnect a wire connection by script the next tick after it was connected and I want ...
Search found 289 matches
- Sun Nov 09, 2025 1:56 pm
- Forum: Bug Reports
- Topic: [2.0.72] on_undo_applied is not fired for wire connections under certain circumstances
- Replies: 0
- Views: 183
- Fri Nov 07, 2025 3:01 pm
- Forum: Modding discussion
- Topic: Elevation/Noise Help
- Replies: 3
- Views: 306
Re: Elevation/Noise Help
I figured out that the tiles of the other planets do not use the elevation variable inside map_gen_settings. If you check planet-fulgora-map-gen.lua and tiles-fulgora.lua (other planets accordingly), you see that the usey a funny mix of everything.
Even modifying the "fulgora_elevation" property to ...
Even modifying the "fulgora_elevation" property to ...
- Sat Nov 01, 2025 8:29 pm
- Forum: Modding interface requests
- Topic: [2.0.72] set_blueprint_entities makes the cutted entities forget their external wire connections
- Replies: 1
- Views: 140
[2.0.72] set_blueprint_entities makes the cutted entities forget their external wire connections
Relating to https://www.factorio.com/blog/post/fff-402. When using set_blueprint_entities, even without modifying anything, it forgets those wire connectiong going to external entities.
script.on_event(defines.events.on_player_setup_blueprint, function(event)
local item = event.record or event ...
script.on_event(defines.events.on_player_setup_blueprint, function(event)
local item = event.record or event ...
- Sun Oct 19, 2025 10:08 am
- Forum: Modding help
- Topic: Is there no separate event for entity clicks?
- Replies: 2
- Views: 250
- Wed Oct 01, 2025 7:42 pm
- Forum: Modding help
- Topic: 2.0 / Missing Important tech on my current game only.
- Replies: 5
- Views: 390
Re: 2.0 / Missing Important tech on my current game only.
Usually, techs "disappear" when there are modified/replaced by a mod, which is subsequently deactivated.
If you started playing with a mod that changed or removed the tech, and decided to deactivate that mod, then you get this result.
Can't guarantee it's the root cause though.
[Edit] : This ...
- Mon Sep 29, 2025 1:38 pm
- Forum: Modding help
- Topic: circular dependency management
- Replies: 2
- Views: 270
Re: circular dependency management
What do you want to achieve exactly?
- Wed Sep 24, 2025 3:26 pm
- Forum: Modding help
- Topic: question concerning the right handling of fixing a (rare) bug in an already published migration file (lua)
- Replies: 4
- Views: 413
Re: question concerning the right handling of fixing a (rare) bug in an already published migration file (lua)
You can also run migration code in the on_configuration_changed event after checking if the buggy version of your mod was NOT installed
- Fri Sep 19, 2025 12:41 pm
- Forum: Modding help
- Topic: How to add a mineable fluid resource that only spawns one entity per patch?
- Replies: 4
- Views: 482
Re: How to add a mineable fluid resource that only spawns one entity per patch?
Also pyrawores does that with e.g. aluminium rock. It's basically a very low spawning probability
- Mon Sep 15, 2025 1:50 pm
- Forum: Modding help
- Topic: resource_autoplace_all_patches noise-expressions with identical regular_patch_set_index influence each other?
- Replies: 4
- Views: 663
Re: resource_autoplace_all_patches noise-expressions with identical regular_patch_set_index influence each other?
Disable iron before generating the map
- Sun Sep 14, 2025 4:25 pm
- Forum: Modding help
- Topic: resource_autoplace_all_patches noise-expressions with identical regular_patch_set_index influence each other?
- Replies: 4
- Views: 663
Re: resource_autoplace_all_patches noise-expressions with identical regular_patch_set_index influence each other?
You should use some regex for the string which will be replaced. In the base game, the rq values are 1.10, not 0.11.
Did you manage to generate copper at the same spots as iron, but with iron turned off?
Did you manage to generate copper at the same spots as iron, but with iron turned off?
- Fri Sep 12, 2025 7:08 pm
- Forum: Modding help
- Topic: Restricting entities to water tiles
- Replies: 1
- Views: 410
Re: Restricting entities to water tiles
Collision mask is the way to go, what did you do so far?
- Tue Sep 09, 2025 4:13 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: Unique chunk ID
- Replies: 3
- Views: 1496
Re: Unique chunk ID
Alternatively use x+y*524288 :)
Since the game stores positions as fixed 32-bit numbers with 8 bits for decimal precision, that means the maximum map coordinate is 2^24. A chunk has 32 or 2^5 tiles, dividing one by the other would give a value large enough for every chunk in the game. 2^24/2^5 = 2 ...
- Fri Aug 15, 2025 7:11 pm
- Forum: Modding help
- Topic: Can Science Packs "Remaining" values be changed? (Solved)
- Replies: 4
- Views: 519
- Fri Aug 01, 2025 5:34 pm
- Forum: Modding help
- Topic: How to access the curently configured blueprint
- Replies: 3
- Views: 354
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: 220
[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: 354
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: 588
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: 400
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: 1124
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: 1284
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 ...