Search found 289 matches

by Natha
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

[2.0.72] on_undo_applied is not fired for wire connections under certain circumstances

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 ...
by Natha
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 ...
by Natha
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 ...
by Natha
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 ...
by Natha
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?
by Natha
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
by Natha
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
by Natha
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?

Keithen wrote: Sun Sep 14, 2025 7:39 pm What do you mean by "turned off"?
Disable iron before generating the map
by Natha
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?
by Natha
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?
by Natha
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 ...
by Natha
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 ...
by Natha
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 ...
by Natha
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
by Natha
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 ...
by Natha
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
by Natha
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.
by Natha
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 ...

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