Search found 43 matches

by RedRafe
Mon Sep 01, 2025 3:35 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.65] Mining landfill tile fails to check for Entity::protected_from_tile_building for resource
Replies: 1
Views: 731

[2.0.65] Mining landfill tile fails to check for Entity::protected_from_tile_building for resource

The issue: it is possible to mine a landfill tiles that have ore resources on top of them.

What I would expect to happen: it should not be possible to mine landfill tiles with ore on top of them, just like it happens when trying to mine a tile with buildings on top of it.

Docs say by default ...
by RedRafe
Mon Sep 01, 2025 9:08 am
Forum: Implemented Suggestions
Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
Replies: 19
Views: 7353

Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."

+1, when dragging parallel belts it often deletes and disconnects sections of the belt if I accidentally keep the cursor pressed or if I'm not super precise with motion. Preferred previous versions without this feature.
by RedRafe
Sun Aug 31, 2025 4:29 pm
Forum: Ideas and Suggestions
Topic: Loaders should have "next_upgrade" set in base
Replies: 2
Views: 286

Loaders should have "next_upgrade" set in base

Entities "Loader" and "Fast loader" should have field "next_upgrade" in prototypes set to the next tier, respectively "fast-loader" and "express-loader".

Source: https://github.com/wube/factorio-data/blob/2c2abc2b1d4cc4e8e9cac6d8e6351308004a406b/base/prototypes/entity/transport-belts.lua#L1047-L1158
by RedRafe
Sat Aug 30, 2025 6:21 am
Forum: 1 / 0 magic
Topic: [2.0.60] Crash (TransportBelt::updateRotationPoint)
Replies: 2
Views: 433

[2.0.60] Crash (TransportBelt::updateRotationPoint)

Goodmorning,

woke up to one of our server crashing.
Only 1 player was online at the time, they said they could have been "crafting loaders, putting some express loaders in the chest", but that's not guaranteed to be the issue. I'm attaching the log & a save pre-crash to this issue.

LMK if further ...
by RedRafe
Wed Aug 27, 2025 6:00 am
Forum: Technical Help
Topic: [2.0.60] Transport line groups are not consistent
Replies: 4
Views: 588

Re: [2.0.60] Transport line groups are not consistent

I'm uploading a second save that got corrupted by inconsistent transport groups
by RedRafe
Mon Aug 25, 2025 8:37 am
Forum: Documentation Improvement Requests
Topic: Mod structure subfolders
Replies: 0
Views: 360

Mod structure subfolders

Hello,

I would like to request if additional info could be provided regarding the subfolders of Mod Structure https://lua-api.factorio.com/latest/auxiliary/mod-structure.html , in particular:

1. structure of "scenarios"
2. structure of "campaigns"

---

1. Scenario structure
Scenario already has ...
by RedRafe
Fri Aug 22, 2025 7:37 pm
Forum: Technical Help
Topic: [2.0.60] Transport line groups are not consistent
Replies: 4
Views: 588

Re: [2.0.60] Transport line groups are not consistent

These two entities may be the ones causing the inconsistency, if I am reading the report correctly.
Dunno why or if this is the result of some bad code on mods part. if so, please let me know, thanks!
Screenshot from 2025-08-22 21-34-29.png
Screenshot from 2025-08-22 21-34-29.png (559.81 KiB) Viewed 513 times
by RedRafe
Fri Aug 22, 2025 7:23 pm
Forum: Technical Help
Topic: [2.0.60] Transport line groups are not consistent
Replies: 4
Views: 588

Re: [2.0.60] Transport line groups are not consistent

I dont know if it's hardware related, but I was not the only user locked out of the save.
Anyways, I've attached the log file to this issue, and updated the original post with more data
by RedRafe
Fri Aug 22, 2025 4:08 pm
Forum: Technical Help
Topic: [2.0.60] Transport line groups are not consistent
Replies: 4
Views: 588

[2.0.60] Transport line groups are not consistent

Failing to connect to a hosted MP server and getting the error "Cannot load downloaded map: transport line groups are not consistent"

The issue
when trying to connect to a server with this map, users (me or other) get an inconsistency error upon joining.

Steps to reproduce
try loading the ...
by RedRafe
Tue Aug 19, 2025 2:47 pm
Forum: Modding help
Topic: Technology graph visualization
Replies: 0
Views: 317

Technology graph visualization

Hello,

I have a question about how techs are rendered in the thechnology tree UI.

From what I've gathered from the other topics (https://forums.factorio.com/viewtopic.php?p=589068&hilit=technology+order#p589068), this is roughly how techs are sorted:

- ordering by the required science packs (most ...
by RedRafe
Tue May 20, 2025 3:38 am
Forum: Modding interface requests
Topic: Add field Count to TechnologyTriggers
Replies: 6
Views: 749

Re: Add field Count to TechnologyTriggers

I'm sorry but Petra's request of recipe-specific tracking was not part of the original post (craft already has count field). Does it mean Mine/Send/Build cannot have a count field as well?
by RedRafe
Thu May 15, 2025 5:34 am
Forum: Modding interface requests
Topic: Add field Count to TechnologyTriggers
Replies: 6
Views: 749

Add field Count to TechnologyTriggers

Hello,

I would like to request if it would be possible to add field `count` (optional, default to 1) to prototypes of TechnologyTrigger::MineEntityTechnologyTrigger and TechnologyTrigger::SendItemToOrbitTechnologyTrigger, and TechnologyTrigger::BuildEntityTechnologyTrigger ...
by RedRafe
Fri May 09, 2025 6:17 am
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.47] Crash undoing cargo-wagon deconstruction from map view (LogisticCellCharger::updateChargingSpots)
Replies: 2
Views: 1720

[Genhis][2.0.47] Crash undoing cargo-wagon deconstruction from map view (LogisticCellCharger::updateChargingSpots)

Hello,

I would like to report a crash to desktop when undoing a marking for deconstruction of a cargo wagon while in map view. This happened in multiplayer but I tested & reproduced it perfectly in single player as well.

Steps to reproduce it
0. Open the provided save " Wagon_Crash " provided in ...
by RedRafe
Tue Mar 04, 2025 8:51 pm
Forum: Gameplay Help
Topic: Shared charts and radar behaviors
Replies: 2
Views: 533

Re: Shared charts and radar behaviors

Forwarding a reply by Rseding just FYI on this topic: the engine skips charting if a force has no players, which explains why on my single player tests all those entities didnt chart any:

The chunks are still marked as to-be-charted but the actual chart is not scanned if there are no players on ...
by RedRafe
Tue Feb 25, 2025 8:09 pm
Forum: Gameplay Help
Topic: Shared charts and radar behaviors
Replies: 2
Views: 533

Re: Shared charts and radar behaviors

I'm attaching a save of Factorio v2.0.35 with the test example of this, as well as a screenshot: https://imgur.com/a/pQaTfqd
by RedRafe
Mon Feb 24, 2025 7:58 pm
Forum: Gameplay Help
Topic: Shared charts and radar behaviors
Replies: 2
Views: 533

Shared charts and radar behaviors

Hello, I have a few questions about shared charts and built-in radar behaviors in 2.0.

My issue is: when dealing with multiple forces, that have LuaForce::share_chart set to true, some entities share their charting area, while others dont. Here's my tests.

Case A : same force.

- These entities ...
by RedRafe
Mon Jan 27, 2025 9:50 pm
Forum: Modding interface requests
Topic: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
Replies: 9
Views: 745

Re: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles


One possible improvement would be adding a build_check_type to create_entity which would allow you to merge the can_place_entity and create_entity calls. This would roughly half the cost because can_place_entity internally does *almost* the same thing as create_entity, but it then throws it all ...
by RedRafe
Mon Jan 27, 2025 9:08 pm
Forum: Modding interface requests
Topic: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles
Replies: 9
Views: 745

Re: Scripting: add create_entities, set_hidden_tiles, set_double_hidden_tiles

Like I could check for can_place before adding the new entity data to the array, and then just pass the array to the API.

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