FORCE STOP buttons

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Green Cat
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FORCE STOP buttons

Post by Green Cat »

Sometimes, due to HEAVY MODs, i can't load a save file not because of an error but because the loading is still trying to load or whatever it does. All i can do is wait or close the game. And here is the 1st Force stop button. As in it just returns you to the menu and if possible, create a log of what it was doing so we can see where the issue is.

Now, in game version

For the best vay please install rampant or a mod that allows massive scaning of the map. And next moment massive ups drop. Well the ideea of this force stop is similar to an "undo" button, where, just like an undo button, it will "deconstruct" whatever script was executed.

And, if possible, if said event is executed again, there to be delays between each action to prevent any performance drops
Due to personal issues I do NOT read replies. I have significant spelling issues, and IF I remember, I use AI to rewrite my ideas more clearly. You’re welcome to reuse any of my suggestions.
Rseding91
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Re: FORCE STOP buttons

Post by Rseding91 »

"Escape" already does this when loading saves. As for the 2nd thing: that's up to the mod author to do - not something the engine is capable of handling.
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benlove007
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Re: FORCE STOP buttons

Post by benlove007 »

I ran into this recently when writing a mod. I accidentally set the speed of the car to some really high value -- which meant that the engine had to generate a full 25 chunks every single tick. The game effectively froze entirely, and I had to kill it. It might have been nice to get a more graceful failure mode, but I recognized it was totally on me for messing up the mod logic!

I suppose if anything, I could ask whether Escape or Pause could be used to interpret intra-tick processing. I suspect that the engine polls the keyboard and wouldn't happen to see it down if the key wasn't held down the entire time the 25 chunks were being generated. This seems like a very narrow scope of "misconfigured mod" more than anything else.
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