Search found 276 matches

by Natha
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 ...
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: 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 ...
by Natha
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
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: 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 ...
by Natha
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
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: 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.
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: 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 ...
by Natha
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 ...
by Natha
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 ...
by Natha
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 ...
by Natha
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
by Natha
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

robot256 wrote: Sat Jul 12, 2025 4:41 pm Is your actual intention to make a cliff that players can mine but robots cannot?
Yes. It would be useful for balancing reasons
by Natha
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.
by Natha
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 ...
by Natha
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
by Natha
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?
by Natha
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
by Natha
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
by Natha
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.
by Natha
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

Go to advanced search