What?
If you add the Rate Calculator mod to the main menu simulations (add it to .mods list), Factorio crashes with stack trace:
Stack trace logging done
28.495 Error PlayerInputSource.cpp:593: Cannot deduce player for input action: 240.
28.496 Error CrashHandler.cpp:643: Received 6
Logger ...
Search found 67 matches
- Fri Sep 19, 2025 6:41 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.66] Crash when mod is added to simulation "Cannot deduce player for input action: 240."
- Replies: 1
- Views: 442
- Mon Sep 08, 2025 9:40 pm
- Forum: Duplicates
- Topic: [2.0.66] [Mac] Restarting the game when in fullscreen doesn't close the "space"
- Replies: 3
- Views: 391
Re: [2.0.66] [Mac] Restarting the game when in fullscreen doesn't close the "space"
Here's the log files of launching the game, disabling a mod, and it relaunching and leaving an empty fullscreen window behind.
I'll add that I'm making it fullscreen by clicking the green fullscreen button in the top menu bar. And that when it relaunches, it goes into windowed mode, not fullscreen.
I'll add that I'm making it fullscreen by clicking the green fullscreen button in the top menu bar. And that when it relaunches, it goes into windowed mode, not fullscreen.
- Mon Sep 08, 2025 5:04 pm
- Forum: Duplicates
- Topic: [2.0.66] [Mac] Restarting the game when in fullscreen doesn't close the "space"
- Replies: 3
- Views: 391
[2.0.66] [Mac] Restarting the game when in fullscreen doesn't close the "space"
It's the same issue from this post:
https://forums.factorio.com/viewtopic.php?t=117058
When restarting the game when it is in fullscreen, it leaves an empty fullscreen "space" that you have to manually close. Not a big deal, but since it was resolved before I figured I'd let you know it's happening ...
https://forums.factorio.com/viewtopic.php?t=117058
When restarting the game when it is in fullscreen, it leaves an empty fullscreen "space" that you have to manually close. Not a big deal, but since it was resolved before I figured I'd let you know it's happening ...
- Fri Sep 05, 2025 7:45 pm
- Forum: Modding interface requests
- Topic: Crash reports/counts to mod portal?
- Replies: 9
- Views: 716
Re: Crash reports/counts to mod portal?
I like this idea a lot. Perhaps a button on the stack trace that players could click to submit the error directly to the mod portal page?
- Wed Sep 03, 2025 6:51 am
- Forum: Implemented mod requests
- Topic: Add forced_value property for color mod settings
- Replies: 2
- Views: 573
- Fri Jun 27, 2025 4:45 pm
- Forum: Ideas and Suggestions
- Topic: Blueprints w/ Turrets Should Show Coverage
- Replies: 1
- Views: 246
Re: Blueprints w/ Turrets Should Show Coverage
+1, I would love to see this as well
- Wed Jun 25, 2025 6:08 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction animation for space platform buildings
- Replies: 3
- Views: 462
Deconstruction animation for space platform buildings
Hi,
I LOVE the chunky building animation that plays when you build something on a space platform. It's so good - bravo to the art team and everyone involved! In fact... I like it so much that I want more. While building on a space platform feels physical and meaningful, dragging a deconstruction ...
I LOVE the chunky building animation that plays when you build something on a space platform. It's so good - bravo to the art team and everyone involved! In fact... I like it so much that I want more. While building on a space platform feels physical and meaningful, dragging a deconstruction ...
- Tue Jun 17, 2025 8:41 am
- Forum: Modding interface requests
- Topic: Add silent option to mine_tile()
- Replies: 0
- Views: 162
Add silent option to mine_tile()
Hi,
I am working on allowing the tiny spidertrons from my spiderbots mod be able to deal with tiles. I would like to use LuaPlayer.character.mine_tile() to fulfill tile deconstruction requests because it seems like quite a lot to deal with mining and transferring the product(s) all from script ...
I am working on allowing the tiny spidertrons from my spiderbots mod be able to deal with tiles. I would like to use LuaPlayer.character.mine_tile() to fulfill tile deconstruction requests because it seems like quite a lot to deal with mining and transferring the product(s) all from script ...
- Mon Jan 06, 2025 7:59 pm
- Forum: Modding interface requests
- Topic: Add a method to get contents of an entire fluid system
- Replies: 1
- Views: 445
Add a method to get contents of an entire fluid system
Would it be possible to add a method to be able to get the contents of an entire fluid system?
Essentially I just want to know what fluid is used for the highlight visualization when a player selects one of the pipes. I've tried using `get_fluid_segment_contents()`, but certain entities like pumps ...
Essentially I just want to know what fluid is used for the highlight visualization when a player selects one of the pipes. I've tried using `get_fluid_segment_contents()`, but certain entities like pumps ...
- Fri Nov 15, 2024 4:59 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.11] New cutscenes don't use previous waypoint zoom value
- Replies: 4
- Views: 1731
Re: [Klonan] [2.0.11] New cutscenes don't use previous waypoint zoom value
To add on to what Stringweasel mentioned, it appears that when exiting cutscene controller, zoom is reset to an arbitrary level. In 1.1 it would stay at the level of the last waypoint. I would expect that when exiting the cutscene, zoom is either left unchanged from what it was during the cutscene ...
- Tue Nov 12, 2024 9:17 pm
- Forum: Implemented mod requests
- Topic: Increase the number of allowed pipe connection categories
- Replies: 1
- Views: 655
Increase the number of allowed pipe connection categories
Please consider increasing the number of allowed connection_category . Currently, if you load the game with the Py mod, add a pipe (and underground) for each fluid, and give each pipe a unique category so it doesn't connect to pipes for other fluids, the game errors on load, complaining about too ...
- Tue Nov 12, 2024 7:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan] macOS: Every time the app reloads after changing mod settings, it leaves an unclosable screen in manager
- Replies: 7
- Views: 2507
Re: [StrangePan] macOS: Every time the app reloads after changing mod settings, it leaves an unclosable screen in manage
YAY oh my gosh thanks for fixing this one! I’m also sorry I never reported it, but it was happening for a long time. It was easy enough to close the zombie windows or just make the game not-fullscreen before restarting. But I’m glad I won’t need to do that anymore 

- Wed Nov 06, 2024 12:50 am
- Forum: Already exists
- Topic: Add a method of getting the vehicle a character entity is in while the player is remotely driving
- Replies: 3
- Views: 749
Re: Add a method of getting the vehicle a character entity is in while the player is remotely driving
Great! This one can get moved to "Already Exists" 

- Wed Nov 06, 2024 12:48 am
- Forum: Modding interface requests
- Topic: Allow cutscenes while in remote view
- Replies: 0
- Views: 231
Allow cutscenes while in remote view
Similar to my other request about allowing cross-surface cutscenes, it would be great if cutscenes could be created for players while they are in remote controller.
In 1.1, it was possible to create cutscenes for players while they had the map open, but in 2.0 since the map was replaced with the ...
In 1.1, it was possible to create cutscenes for players while they had the map open, but in 2.0 since the map was replaced with the ...
- Tue Nov 05, 2024 12:24 am
- Forum: Already exists
- Topic: Add a method of getting the vehicle a character entity is in while the player is remotely driving
- Replies: 3
- Views: 749
Re: Add a method of getting the vehicle a character entity is in while the player is remotely driving
...
I have just learned that despite the docs indicating that player.physical_vehicle is a MapPosition, it is in fact the vehicle entity that I want. doh
I have just learned that despite the docs indicating that player.physical_vehicle is a MapPosition, it is in fact the vehicle entity that I want. doh
- Mon Nov 04, 2024 9:40 pm
- Forum: Already exists
- Topic: Add a method of getting the vehicle a character entity is in while the player is remotely driving
- Replies: 3
- Views: 749
Add a method of getting the vehicle a character entity is in while the player is remotely driving
I would love to have some way of knowing what vehicle the player character entity is in. When in remote view and remotely driving a vehicle, both player.vehicle and player.character.vehicle return the remotely driven vehicle, even if the character is in a different vehicle. It would be nice if ...
- Sun Nov 03, 2024 11:45 pm
- Forum: Modding interface requests
- Topic: Add optional bool parameter to entity.mine() to play a mining sound
- Replies: 0
- Views: 259
Add optional bool parameter to entity.mine() to play a mining sound
I found that when calling .mine() on an entity, no sound is played.
Will you please consider adding an optional bool parameter to entity.mine() that tells the game to play entity.mined_sound ?
Or if that's not possible for some reason, could mined_sound and mining_sound be findable somewhere in ...
Will you please consider adding an optional bool parameter to entity.mine() that tells the game to play entity.mined_sound ?
Or if that's not possible for some reason, could mined_sound and mining_sound be findable somewhere in ...
- Sun Nov 03, 2024 8:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [strangepan] [2.0.13] Spider-vehicle legs remain stuck after colliding obstacle is gone
- Replies: 2
- Views: 2313
Re: [2.0.13] Spider-vehicle legs remain stuck after colliding obstacle is gone
I'm finding that this happens frequently when the ghost layer is removed from the leg collision mask layers, resulting in the spiders reviving ghosts that their legs are standing on, trapping them.
- Sun Nov 03, 2024 4:06 am
- Forum: Documentation Improvement Requests
- Topic: Mention that useful_id uses Zero as a 'blank' value
- Replies: 1
- Views: 417
Re: Mention that useful_id uses Zero as a 'blank' value
+1
I read the phrase "Useful identifier of the object if it has one" and assumed it would be nil if the object didn't have one, completely overlooking the absence of a question mark next to the return. It would be nice to note that the value is specifically 0 if the object doesn't have a useful ...
I read the phrase "Useful identifier of the object if it has one" and assumed it would be nil if the object didn't have one, completely overlooking the absence of a question mark next to the return. It would be nice to note that the value is specifically 0 if the object doesn't have a useful ...
- Fri Nov 01, 2024 8:10 am
- Forum: Resolved Problems and Bugs
- Topic: [strangepan] [2.0.13] Spider-vehicle legs remain stuck after colliding obstacle is gone
- Replies: 2
- Views: 2313
[strangepan] [2.0.13] Spider-vehicle legs remain stuck after colliding obstacle is gone
I've encountered an issue where the legs of my tiny spidertrons can get stuck, like they're pinned to the ground. To be honest I'm still not completely sure what's causing it, but I think it happens when they collide with something. Once that collision occurs, the leg is then forever un-moveable ...