Search found 307 matches
- Thu Feb 19, 2026 9:20 pm
- Forum: Not a bug
- Topic: [2.0.75] Construction robots loose roboport after marking spidertron for deconstruction
- Replies: 1
- Views: 106
[2.0.75] Construction robots loose roboport after marking spidertron for deconstruction
Have a spidertron with roboport. Do an action (building/deconstructing) to let some robots swarm out. While they are outside of the spidertron, mine the spidertron in remote view to mark it for deconstruction. Now the robots send an alert "not enough empty roboport slots available" and stay on their ...
- Sun Feb 15, 2026 9:52 am
- Forum: Ideas and Suggestions
- Topic: Circuit wait condition: Anything signal
- Replies: 2
- Views: 222
Re: Circuit wait condition: Anything signal
Thanks, how genius is that!
- Sat Feb 14, 2026 11:11 am
- Forum: Ideas and Suggestions
- Topic: Circuit wait condition: Anything signal
- Replies: 2
- Views: 222
Circuit wait condition: Anything signal
Allow the "Anything" or "All" signal in circuit wait conditions for trains.
- Mon Jan 19, 2026 8:50 pm
- Forum: Modding help
- Topic: Crafting Categories
- Replies: 4
- Views: 483
Re: Crafting Categories
Try to insert the category in data-final-fixes.lua
- Mon Jan 19, 2026 3:49 pm
- Forum: Modding help
- Topic: Crafting Categories
- Replies: 4
- Views: 483
Re: Crafting Categories
What is not working?
- Sun Jan 11, 2026 10:14 am
- Forum: Modding help
- Topic: NoiseFunction parameter defaults
- Replies: 1
- Views: 235
Re: NoiseFunction parameter defaults
I don't think thats possible, as multioctave_noise is a built-in function that is not defined anywhere in Lua code
- Fri Jan 09, 2026 7:24 pm
- Forum: Modding help
- Topic: [solved] Detect Ghosts before building
- Replies: 4
- Views: 429
Re: Detect Ghosts before building.
If the ghost has tags set, you will find them in the event data
- Sat Jan 03, 2026 1:33 pm
- Forum: Modding help
- Topic: Recipe is not selectable in circuit network
- Replies: 5
- Views: 415
Re: Recipe is not selectable in circuit network
For the technology issue, do you have specified the recipe twice as unlock-recipe?
- Sat Jan 03, 2026 11:56 am
- Forum: Ideas and Requests For Mods
- Topic: Better blueprints idea - auto upgrade/downgrade
- Replies: 8
- Views: 1203
Re: Better blueprints idea - auto upgrade/downgrade
I thinked of this when doing a mod. The problem is that entity "upgrade" is not always a compatible upgrade, specially underground belt, if you paste a blueprint that do underground belt spaghetti, and downgrade all of them to the same underground tier the blueprint will not work. Also range of ...
- Fri Jan 02, 2026 1:37 pm
- Forum: Modding help
- Topic: Upgrade Planner not working on entity despite next_upgrade being set
- Replies: 3
- Views: 333
Re: Upgrade Planner not working on entity despite next_upgrade being set
Are all the requirements met mentioned in https://lua-api.factorio.com/latest/pro ... xt_upgrade?
- Tue Dec 30, 2025 9:16 pm
- Forum: Modding help
- Topic: Is there a way to hide items from the "no material for construction" alert?
- Replies: 3
- Views: 347
Re: Is there a way to hide items from the "no material for construction" alert?
You know, this is the solution. Thanks a lot! I don't even need a "dummy" force, just setting the ghost to neutral makes the logistic network not trying to deliver items.robot256 wrote: Tue Dec 30, 2025 8:20 pm What about assigning the ghost entity to a dummy neutral force?
- Tue Dec 30, 2025 8:00 pm
- Forum: Modding help
- Topic: Is there a way to hide items from the "no material for construction" alert?
- Replies: 3
- Views: 347
Is there a way to hide items from the "no material for construction" alert?
For internal reasons, I have an entity which I create as a ghost and destroy it usually. To make it placeable as a ghost, I had to create a dummy item with place_result set to this entity. However, if this ghost is placed inside a logistic network, it shows that the ghost is missing materials for ...
- Tue Dec 30, 2025 1:47 pm
- Forum: Ideas and Requests For Mods
- Topic: Better blueprints idea - auto upgrade/downgrade
- Replies: 8
- Views: 1203
Re: Better blueprints idea - auto upgrade/downgrade
I created the mod. It was not as complex as I initially thought:
https://mods.factorio.com/mod/blueprint-auto-downgrade
https://mods.factorio.com/mod/blueprint-auto-downgrade
- Mon Dec 15, 2025 10:19 pm
- Forum: Ideas and Requests For Mods
- Topic: Better blueprints idea - auto upgrade/downgrade
- Replies: 8
- Views: 1203
Re: Better blueprints idea - auto upgrade/downgrade
I'd be interested in (co-)developing such a mod. My idea is to provide a dialog upon placement, if one of the entities is not available in the logistic network. Then for each of those entities (maybe also include a check if available entities >= amount needed), show possible candidates to replace ...
- Wed Dec 10, 2025 6:10 pm
- Forum: Bug Reports
- Topic: [2.0.72] Undo item has nil entries
- Replies: 6
- Views: 760
Re: [2.0.72] Undo item has nil entries
Whatever is best for UPS. I'd say only a few mods use the undo/redo API at all.
For me, as a programmer, it is more useful (or convenient) if entries of an array of UndoRedoActions really are UndoRedoActions (having a type and some data). If you decide to leave it as-is, please add a hint to the ...
For me, as a programmer, it is more useful (or convenient) if entries of an array of UndoRedoActions really are UndoRedoActions (having a type and some data). If you decide to leave it as-is, please add a hint to the ...
- Wed Dec 10, 2025 1:55 pm
- Forum: Bug Reports
- Topic: [2.0.72] Undo item has nil entries
- Replies: 6
- Views: 760
Re: [2.0.72] Undo item has nil entries
So, looking into this - a given undo item can have several actions in that item and one or more may be invalid. When pushing the structure to Lua the push logic will skip invalid entries however it still increments the index that it uses to put the undo item actions into the lua table.
I can "fix ...
- Mon Dec 08, 2025 1:41 pm
- Forum: Bug Reports
- Topic: [2.0.72] Undo item has nil entries
- Replies: 6
- Views: 760
Re: [2.0.72] Undo item has nil entries
Can you provide a save file created between steps 3 and 4? i am unable to reproduce any issues and i suspect i am misunderstanding which actions are super forced or normal or ghost or blueprint builds.
Rotate the belt in the cursor so that is is not facing north. Place it where the ...
- Sat Dec 06, 2025 1:04 pm
- Forum: Bug Reports
- Topic: [2.0.72] Undo item has nil entries
- Replies: 6
- Views: 760
[2.0.72] Undo item has nil entries
Steps to reproduce:
1. Build a belt
2. Super-force build a splitter (belt is now marked for deconstruction and splitter ghost is created)
3. Place the belt again in another direction on the same position (splitter ghost is removed)
4. Print the last undo item. The first entry is nil
/c game.print ...
1. Build a belt
2. Super-force build a splitter (belt is now marked for deconstruction and splitter ghost is created)
3. Place the belt again in another direction on the same position (splitter ghost is removed)
4. Print the last undo item. The first entry is nil
/c game.print ...
- Sat Nov 29, 2025 8:17 pm
- Forum: Modding help
- Topic: Module insertion events
- Replies: 1
- Views: 287
Re: Module insertion events
The only event that is fired related to that is on_player_cursor_stack_changed when you insert a non-ghost module
- Sun Nov 09, 2025 1:56 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] on_undo_applied is not fired for wire connections under certain circumstances
- Replies: 1
- Views: 410
[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 ...
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 ...