> Depending on when a given object is destroyed, this event will be fired at the end of the current tick or at the end of the next tick.
fair, i guess it does kinda say that if you read between the lines, it doesn't really say its queued so i always interpreted it as "it'll fire when the object is ...
Search found 227 matches
- Tue Oct 29, 2024 10:32 am
- Forum: Resolved Requests
- Topic: [2.0.12] on_object_destroyed fires after on_built_entity for quality upgraded entities
- Replies: 4
- Views: 577
- Tue Oct 29, 2024 9:52 am
- Forum: Resolved Requests
- Topic: [2.0.12] on_object_destroyed fires after on_built_entity for quality upgraded entities
- Replies: 4
- Views: 577
[2.0.12] on_object_destroyed fires after on_built_entity for quality upgraded entities
this caught me off guard, i had code that checks for the presence of a compound entity (or ghost) to adopt inside the on_built_entity hook, and i have on_object_destroyed handling to clear up the old compound entities, but in the case of upgrading the quality of something the upgraded quality fired ...
- Mon Oct 28, 2024 3:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.11] crash when the entity ghost you've opened gets upgraded
- Replies: 1
- Views: 1628
[Rseding91] [2.0.11] crash when the entity ghost you've opened gets upgraded
place an assembling machine ghost, open its gui, then drag an upgrade planner over the assembling machine whilst you still have the gui open.
Factorio crashed. Generating symbolized stacktrace, please wait ...
src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream
src/Util ...
Factorio crashed. Generating symbolized stacktrace, please wait ...
src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream
src/Util ...
- Sun Oct 27, 2024 9:06 pm
- Forum: Implemented mod requests
- Topic: being able to write to platform.name
- Replies: 0
- Views: 282
being able to write to platform.name
it would be nice if scripts couldn't only read a platform's name.
- Fri Oct 25, 2024 7:08 am
- Forum: Not a bug
- Topic: [2.0.10] car under rocket silo ghost
- Replies: 1
- Views: 211
[2.0.10] car under rocket silo ghost
you can build a silo ghost over a car, which makes the car render under it and the silo will not build until you remove the car from under it
- Thu Oct 24, 2024 9:10 pm
- Forum: Duplicates
- Topic: [2.0.10] storage chests with a filter force built over other containers loses its filter
- Replies: 3
- Views: 312
[2.0.10] storage chests with a filter force built over other containers loses its filter
- place a storage chest
- set a filter
- place a normal/requester/buffer/etc chest nearby
- make a blueprint of the storage chest
- force build it over the nearby chest
- notice the storage chest has no filter
- set a filter
- place a normal/requester/buffer/etc chest nearby
- make a blueprint of the storage chest
- force build it over the nearby chest
- notice the storage chest has no filter
- Thu Oct 24, 2024 10:58 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.10] "trash unrequested" is present in guis of requester and buffer chests without trash slots
- Replies: 2
- Views: 1505
Re: [2.0.10] "trash unrequested" checkbox is present in the guis of requester and buffer chests without trash slots defi
note that when you do add trash slots to the prototype the chests don't realize it until you toggle the checkbox or copy paste settings from another chest:
- Wed Oct 23, 2024 9:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.10] "trash unrequested" is present in guis of requester and buffer chests without trash slots
- Replies: 2
- Views: 1505
[Klonan] [2.0.10] "trash unrequested" is present in guis of requester and buffer chests without trash slots
a picture can be found in here, i was so caught off guard by it all my brain short circuited: viewtopic.php?f=23&t=116979
- Wed Oct 23, 2024 9:14 pm
- Forum: Not a bug
- Topic: [2.0.10] requester and buffer chests no longer have trash slots
- Replies: 1
- Views: 390
Re: [2.0.10] requester and buffer chests no longer have trash slots
nvm, move this to invalid please, its due to aai containers 

- Wed Oct 23, 2024 9:11 pm
- Forum: Not a bug
- Topic: [2.0.10] requester and buffer chests no longer have trash slots
- Replies: 1
- Views: 390
- Mon Oct 21, 2024 9:04 am
- Forum: Modding interface requests
- Topic: [2.0.7] include quality in custom input event
- Replies: 0
- Views: 201
[2.0.7] include quality in custom input event
when you supply the prototype with `include_selected_prototype = true` you'll get the prototype, but not whatever quality of the thing you've hovered.
would be nice if the presence of that flag also tacked on the quality as `event.selected_quality` or something.
would be nice if the presence of that flag also tacked on the quality as `event.selected_quality` or something.
- Sun Oct 20, 2024 7:33 pm
- Forum: Not a bug
- Topic: [2.0.6] absurd roboport construction ranges slow the game to a crawl
- Replies: 1
- Views: 490
Re: [2.0.6] absurd roboport construction ranges slow the game to a crawl
upon closer rubber ducking (https://discord.com/channels/1214952937613295676/1281881163702730763/1297642231548608543) it appears radar_range is to blame, i had not noticed it had grown alongside the construction area (fff mentioned roboports had 2 radar range, but apparently it is derived), the game ...
- Sun Oct 20, 2024 7:03 pm
- Forum: Not a bug
- Topic: [2.0.6] absurd roboport construction ranges slow the game to a crawl
- Replies: 1
- Views: 490
[2.0.6] absurd roboport construction ranges slow the game to a crawl
if you want a roboport to cover the entire world you could do something silly like this in 1.1 with no repercussions (or so i recall)
data.raw["roboport"]["roboport"].construction_radius = 100000
(actually, this is just 100k, since the lag spike for 1 million (what you need for full coverage) is ...
data.raw["roboport"]["roboport"].construction_radius = 100000
(actually, this is just 100k, since the lag spike for 1 million (what you need for full coverage) is ...
- Sun Oct 20, 2024 4:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.6] factoriopedia shows furnaces without slots under "made in"
- Replies: 1
- Views: 2103
[boskid][2.0.6] factoriopedia shows furnaces without slots under "made in"
small bug, resolved on my end by just creating a recipe category with nothing in it (as you arguably should),
but factoriopedia should not show a "made in" if a furnace has no input and/or output slots and thus cannot handle the recipe.
furnace.source_inventory_size = 0
furnace.result_inventory ...
but factoriopedia should not show a "made in" if a furnace has no input and/or output slots and thus cannot handle the recipe.
furnace.source_inventory_size = 0
furnace.result_inventory ...
- Fri Oct 18, 2024 1:42 pm
- Forum: Implemented mod requests
- Topic: [2.0.5] cannot modify display panel via lua
- Replies: 4
- Views: 601
[2.0.5] cannot modify display panel via lua
These things do not appear to be editable (there is a control behavior, but that's for a totally different gui mode):
- always show
- show in chart
- icon
- message
- always show
- show in chart
- icon
- message
- Fri Oct 18, 2024 5:54 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.5] The target of a `WorkerRobotOrder` can be nil
- Replies: 1
- Views: 262
[2.0.5] The target of a `WorkerRobotOrder` can be nil
The documentation currently lists the target without a ?
It is possible to get a deconstruction order from the api where the target is missing,
on the test world add the remaining 49 normal robots to the roboport, and then try to deconstruct as many trees as you can in the roboport area.
it might ...
It is possible to get a deconstruction order from the api where the target is missing,
on the test world add the remaining 49 normal robots to the roboport, and then try to deconstruct as many trees as you can in the roboport area.
it might ...
- Fri Apr 05, 2024 5:32 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal Feature Request: show dependency graph
- Replies: 8
- Views: 2730
Re: Mod Portal Feature Request: show dependency graph
fiiiiiineee, i'll download the images and re-upload them to the forum:FuryoftheStars wrote: Thu Apr 04, 2024 3:14 pm These can be uploaded to the forums. Not everyone uses Discord.
- Thu Apr 04, 2024 2:29 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal Feature Request: show dependency graph
- Replies: 8
- Views: 2730
Re: Mod Portal Feature Request: show dependency graph
originally posted on the factorio discord, but crossposted since this forum post was pointed out to me: (picture previews available on discord)
been working on a little project these last few days, a javascript injectable that shows you which mods have added yours as a dependency:
```
document ...
been working on a little project these last few days, a javascript injectable that shows you which mods have added yours as a dependency:
```
document ...
- Tue Mar 26, 2024 12:03 pm
- Forum: Releases
- Topic: Version 1.1.106
- Replies: 3
- Views: 10818
Re: Version 1.1.106
hiding the current-fluid icon on storage tanks whilst still showing the in/out arrows in alt mode as well as any filtered ports, and knowing which tile mining drills drop off their items to based on current rotation.
- Sat May 27, 2023 8:34 pm
- Forum: Modding help
- Topic: Load this MOD and the memory will reach 90%. Without this MOD, the memory will reach 30%
- Replies: 1
- Views: 866