
Search found 1766 matches
- Fri Sep 12, 2025 1:32 pm
- Forum: Resolved Requests
- Topic: Error when setting virtual signal in constant-combinator
- Replies: 4
- Views: 400
- Tue Sep 09, 2025 3:39 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer::swap_players
- Replies: 5
- Views: 459
Re: LuaPlayer::swap_players
The characters need players attached …
Two players, two characters? Yes, that really wouldn't help my mod to exchange characters. However, it could be necessary (not sure, must check the code first) for my mod to update the character data (e.g. in games with modded characters, when the player's ...
- Tue Sep 09, 2025 8:07 am
- Forum: Implemented mod requests
- Topic: LuaPlayer::swap_players
- Replies: 5
- Views: 459
Re: LuaPlayer::swap_players
Oooops, looks like I'll have to rework a major part of miniMAXIme …
- Mon Sep 08, 2025 2:41 pm
- Forum: Resolved Requests
- Topic: Error when setting virtual signal in constant-combinator
- Replies: 4
- Views: 400
Re: Error when setting virtual signal in constant-combinator
I will throw this to Not a bug:
Thank you for your reply! As mentioned in my original post, I wasn't sure myself whether this bug should be classified as implementation or documentation bug. If you say it's working as expected, could you move this to Documentation Improvement Requests instead ...
- Mon Sep 08, 2025 8:52 am
- Forum: Resolved Requests
- Topic: Error when setting virtual signal in constant-combinator
- Replies: 4
- Views: 400
Error when setting virtual signal in constant-combinator
What?
If you try to set the slot of a constant-combinator to a virtual signal via script, this will error if no quality is provided. According to the description of SignalFilter (used by LuaLogisticSection::set_slot(), which has to be used for constant-combinators), all properties except name are ...
If you try to set the slot of a constant-combinator to a virtual signal via script, this will error if no quality is provided. According to the description of SignalFilter (used by LuaLogisticSection::set_slot(), which has to be used for constant-combinators), all properties except name are ...
- Thu Sep 04, 2025 8:51 am
- Forum: Implemented mod requests
- Topic: Changing LuaCustomChartTag::position to writable? Or?
- Replies: 5
- Views: 1359
Re: Changing LuaCustomChartTag::position to writable? Or?
Great news, thank you very much! 

- Sun Aug 31, 2025 2:41 pm
- Forum: Questions, reviews and ratings
- Topic: Old mod does not work anymore, can someone help me?
- Replies: 2
- Views: 571
Re: Old mod does not work anymore, can someone help me?
Is there a similar mod or can someone fix the script for me?
Error:
Error while running event RepairToStart::on_built_entity (ID 6)...
Too bad you've left out the actual error message! But after taking a quick glance (without actually trying to run this), it seems all you need to do to get it ...
- Sat Aug 30, 2025 8:17 pm
- Forum: Implemented mod requests
- Topic: Changing LuaCustomChartTag::position to writable? Or?
- Replies: 5
- Views: 1359
Allow writing to LuaCustomChartTag::position
Moving a LuaCustomChartTag around is easy for players (click on the tag, then on the button next to the trash-can icon), but impossible for mods:
Currently, if we want to move a LuaCustomChartTag, we cannot simply change its position because LuaCustomChartTag::position is a read-only value. Instead ...
Currently, if we want to move a LuaCustomChartTag, we cannot simply change its position because LuaCustomChartTag::position is a read-only value. Instead ...
- Sun Aug 24, 2025 4:06 pm
- Forum: Modding help
- Topic: Learning to mod
- Replies: 5
- Views: 565
Re: Learning to mod
if recipe.result then
recipe.result_count = multiplier
elseif recipe.results then
for _, r in pairs(recipe.results) do
if r.name == "firearm_magazine" then
r.amount = multiplier
end
end
end
end
You shouldn't assume that recipe.result_count or r.amount are set to 1, other mods may ...
- Sat Aug 16, 2025 12:25 pm
- Forum: Modding help
- Topic: Changing gui background colors?
- Replies: 5
- Views: 464
Re: Changing gui background colors?
How do i add my new styles to the existing GUI style instance?
With other prototypes, you'd use something like
local new_proto = table.deepcopy(data.raw[old_type][old_name])
new_proto.name = new_name
...
data:extend({new_proto})
With GUI-styles, this doesn't work. The only style that will ...
- Wed Aug 13, 2025 9:11 am
- Forum: Modding interface requests
- Topic: Current visibility check for GUI elements
- Replies: 4
- Views: 386
Re: Current visibility check for GUI elements
[...] It would be very useful to be able to tell which GUI elements are actually currently visible in order to avoid having to update large numbers of invisible elements. [...] For a flow or tab, it would be considered visible if any sub-element is visible.
But what about mods that make frames ...
- Tue Jul 29, 2025 2:57 pm
- Forum: Modding interface requests
- Topic: Add "both" to ScriptRenderMode
- Replies: 2
- Views: 282
Re: Add "both" to ScriptRenderMode
Is there any chance that the logic will be changed at some point in the future? :-)
I don't know how LuaRenderObjects are handled internally and how much work it would be to rework the logic. But from my – definitely biased, and perhaps naive – point of view, if it really was possible to use the ...
I don't know how LuaRenderObjects are handled internally and how much work it would be to rework the logic. But from my – definitely biased, and perhaps naive – point of view, if it really was possible to use the ...
- Tue Jul 29, 2025 4:28 am
- Forum: Modding help
- Topic: Dev help: This is driving me insane, what on earth am I missing?
- Replies: 7
- Views: 487
Re: Dev help: This is driving me insane, what on earth am I missing?
Go to line 1457 in the log I uploaded: the tick number on the left (that is what that is, right?) is identical for many lines. I have checked and rechecked and triple checked for any kind of infinite loop or recursion, and cannot find anything, and certainly nothing that can fire more than once ...
- Thu Jul 24, 2025 12:30 pm
- Forum: Modding interface requests
- Topic: Add "both" to ScriptRenderMode
- Replies: 2
- Views: 282
Add "both" to ScriptRenderMode
TLDR
Please allow mods to add a LuaRenderObject that is visible both in "game" and in "chart" mode! This would reduce overhead in mods that create renderings visible to all players on a force.
Use case
My mod Autodrive allows players to order vehicles to path and move to a selected position ...
Please allow mods to add a LuaRenderObject that is visible both in "game" and in "chart" mode! This would reduce overhead in mods that create renderings visible to all players on a force.
Use case
My mod Autodrive allows players to order vehicles to path and move to a selected position ...
- Fri Jun 27, 2025 5:03 am
- Forum: Modding help
- Topic: How to create prototypes without quality?
- Replies: 2
- Views: 341
Re: How to create prototypes without quality?
Thanks a lot! Yes, makes sense to set this in recipes, not in whatever the recipes produce. 

- Thu Jun 26, 2025 6:50 pm
- Forum: Modding help
- Topic: How to create prototypes without quality?
- Replies: 2
- Views: 341
How to create prototypes without quality?
Is there a way to define a prototype that won't have quality (or will just have quality 'normal'). In my mod Autodrive , I have several BatteryEquipmentPrototypes where quality just doesn't make sense. My equipment (so-called 'sensors') doesn't do anything on its own, it just serves as a kind of ...
- Sun Jun 15, 2025 7:25 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.55] LuaItemStack::transfer_stack() always true if LuaItemStack::can_set_stack() would succeed
- Replies: 3
- Views: 1846
Re: LuaItemStack::transfer_stack() always true if LuaItemStack::can_set_stack() would succeed
When reporting bugs, please always include a game version.
Sorry, may mistake. It was late when I sent this, so I forgot to include the version number. But it happened with version 2.0.55.
I see the return value of the transfer_stack has changed between 2.0.47 and 2.0.55: in 2.0.55 it reports ...
- Sun Jun 15, 2025 1:31 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.55] LuaItemStack::transfer_stack() always true if LuaItemStack::can_set_stack() would succeed
- Replies: 3
- Views: 1846
[boskid][2.0.55] LuaItemStack::transfer_stack() always true if LuaItemStack::can_set_stack() would succeed
TLDR
It seems LuaItemStack::transfer_stack() will always return true if LuaItemStack::can_set_stack() would succeed – even if no items have been transferred.
The problem:
LuaItemStack::can_set_stack() will succeed if the given stack can be used at all in the given inventory. For example, it ...
It seems LuaItemStack::transfer_stack() will always return true if LuaItemStack::can_set_stack() would succeed – even if no items have been transferred.
The problem:
LuaItemStack::can_set_stack() will succeed if the given stack can be used at all in the given inventory. For example, it ...
- Fri Jun 13, 2025 12:58 pm
- Forum: Bob's mods
- Topic: Updating Mods from 1.1 to 2.0
- Replies: 3
- Views: 1220
Re: Updating Mods from 1.1 to 2.0
I have little programming experience and some essential mods have not been updated for 2.0. How difficult would it be for me to update these mods myself for use?
… Modding usually require expert knowledge about game engine, and upgrading someone elses obsolete mods require you to know even more ...
- Thu Jun 12, 2025 12:50 pm
- Forum: Implemented mod requests
- Topic: Add APIs to manage logistic groups
- Replies: 10
- Views: 2236
Re: Add APIs to manage logistic groups
Thank you, this looks very promising!Rseding91 wrote: Mon Jun 09, 2025 9:00 pm Ok. For the next release I added LuaForce::get_logistic_groups(), get_logistic_group(), create_logistic_group(), and delete_logistic_group().
