Search found 1750 matches
- Sun Jun 15, 2025 7:25 am
- Forum: Resolved for the next release
- Topic: [boskid][2.0.55] LuaItemStack::transfer_stack() always true if LuaItemStack::can_set_stack() would succeed
- Replies: 3
- Views: 398
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 for the next release
- Topic: [boskid][2.0.55] LuaItemStack::transfer_stack() always true if LuaItemStack::can_set_stack() would succeed
- Replies: 3
- Views: 398
[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: 393
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: 1592
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().

- Wed Jun 11, 2025 9:08 am
- Forum: Modding help
- Topic: cannot read recipe subgroup from data.raw
- Replies: 8
- Views: 856
Re: cannot read recipe subgroup from data.raw
for example, if the original recipe had the "circuit-network" subgroup, i want the copied recipe to have the subgroup "circuit-network-rcomb". all of the rcomb recipes are going to sit in their own tab.
If you really want to create a new tab (next to the vanilla tabs "Logistics", "Production ...
- Sun Jun 08, 2025 2:09 pm
- Forum: Modding help
- Topic: How to delete a logistic group?
- Replies: 2
- Views: 299
Re: How to delete a logistic group?
Maybe set group to an empty string
That wouldn't work. Run the command from my first post, then enter the following:
/c requester.sections[1].group = ""
This will remove the group name from the section, but the group is still available in the "Change logistic group" GUI: vehicle_logistics ...
- Sat Jun 07, 2025 11:25 am
- Forum: Modding help
- Topic: How to delete a logistic group?
- Replies: 2
- Views: 299
How to delete a logistic group?
We can easily define logistic groups:
/c p = game.player
pos = p.position
v = p.surface.create_entity{name = "car", force = p.force, position = {pos.x + 5, pos.y}}
requester = v.get_logistic_point(defines.logistic_member_index.car_requester)
requester.sections[1].set_slot(1, {value = {type ...
/c p = game.player
pos = p.position
v = p.surface.create_entity{name = "car", force = p.force, position = {pos.x + 5, pos.y}}
requester = v.get_logistic_point(defines.logistic_member_index.car_requester)
requester.sections[1].set_slot(1, {value = {type ...
- Wed Jun 04, 2025 8:06 am
- Forum: Ideas and Suggestions
- Topic: New mod dependency category to be downloaded by default
- Replies: 9
- Views: 945
Re: New mod dependency category to be downloaded by default
… So I want to heavily recommend it but not force players to keep it active. The workaround is to make it optional and check by script if it's installed and display a message if not. That's... ugly.
I'm in the same boat with my mods Autodrive and GCKI (both not yet updated for Factorio 2.0 ...
- Sat May 17, 2025 11:13 am
- Forum: Not a bug
- Topic: [2.0.50] "same-force" flag in SelectionModeData mode does not work
- Replies: 2
- Views: 253
Re: [2.0.50] "same-force" flag in SelectionModeData mode does not work
It seems you need to specify more than just "same-force" (either in flags or in entity_filters/entity_type_filters). I've added "any-entity" to flags:
Screenshot at 2025-05-17 13-06-32.png
I've started the game and built the stone-furnace. Then, I used /c p = game.player; p.force = "neutral" and ...
Screenshot at 2025-05-17 13-06-32.png
I've started the game and built the stone-furnace. Then, I used /c p = game.player; p.force = "neutral" and ...
- Fri May 16, 2025 2:40 pm
- Forum: Modding interface requests
- Topic: [2.x] Rich Text img=class.name to support quality flag
- Replies: 4
- Views: 716
Re: [2.x] Rich Text img=class.name to support quality flag
I really could need this for rendering Shortwave radio channel names on vehicles in Autodrive ! Since the channel names can be comprised of comma-separated signal strings (each as "name.quality.count"), rendering the text directly is impractical (too long, not localized, not human-friendly ...
- Sun Apr 13, 2025 11:23 pm
- Forum: Mod portal Discussion
- Topic: Request for new tag/category
- Replies: 6
- Views: 1572
Re: Request for new tag/category
Thanks a lot for these additions!

- Mon Jan 27, 2025 10:14 am
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 1183
Re: "Noob" prototype "type checking" question
You can define new prototypes in the data stage. They must be based on an existing type/class of things, where each type/class has certain properties that you can use (see here for a list of all prototype types).
There may be different prototypes of each prototype type/class. So the easiest way to ...
There may be different prototypes of each prototype type/class. So the easiest way to ...
- Fri Dec 20, 2024 4:39 pm
- Forum: Technical Help
- Topic: No mods loaded. I
- Replies: 2
- Views: 305
Re: No mods loaded. I
Looks like this …
- Thu Dec 19, 2024 3:38 pm
- Forum: Modding help
- Topic: Is it possible to get two resources when mining one?
- Replies: 10
- Views: 1047
Re: Is it possible to get two resources when mining one?
It seems there is no solution. When I wrote the following directly in the game file
__base___/prototypes/entity/resources.lua:
minable =
{
…,
results = {"uranium-ore", "stone"},
…,
},
I got an error:
Failed to load mods: Error while loading entity prototype "uranium-ore" (resource ...
- Thu Dec 19, 2024 8:28 am
- Forum: Modding help
- Topic: How to access inventory of a disconnected/editor player?
- Replies: 3
- Views: 535
Re: How to access inventory of a disconnected/editor player?
I'd say you can't, you have to work around it. The events on_pre_player_left_game/on_player_joined_game and on_pre_player_toggled_map_editor are your friends …Data wrote: Thu Dec 19, 2024 7:05 am How to access inventory of a disconnected/in editor mode player character in any given situation?
- Wed Dec 18, 2024 8:26 am
- Forum: Modding help
- Topic: Is it possible to get two resources when mining one?
- Replies: 10
- Views: 1047
Re: Is it possible to get two resources when mining one?
I made a couple of edits:
table.insert(data.raw.resource["iron-ore"].minable.results, {type = "item", name = "stone", amount = 1})
But as a result, only the content of the error changed:
Failed to load mods: __My_add_pack_updated__/data-updates.lua:52: bad argument #1 of 3 to 'insert' (table ...
- Fri Dec 06, 2024 5:43 pm
- Forum: Modding help
- Topic: Detecting if player is standing on rails
- Replies: 3
- Views: 364
Re: Detecting if player is standing on rails
… I was wondering if there was a way to detect if the player was standing on top of rails. …
Idea2:
Check with surface filter around the player location every tick, but might be a bit resource intensive.
If you really only want to react to players standing on top of rails, it would be ...
- Tue Dec 03, 2024 12:13 am
- Forum: Not a bug
- Topic: Clicked GUIs are not brought to front
- Replies: 2
- Views: 353
Re: Clicked GUIs are not brought to front
Can you post a save file and steps to reproduce the issue as you're seeing it?
I started a new game without mods. Used SHIFT+CTRL+E to open the prototype browser, then clicked on the first visible link (which was to the prototype of the first custom-input, crash-site-skipped-cutscene; any other ...
- Sun Dec 01, 2024 2:38 pm
- Forum: Modding help
- Topic: [Fixed][Not an Issue][User Error] Updating
- Replies: 4
- Views: 511
Re: [2.0] Updating
Hi! When I try to add new features to my mod, nothing happens. I removed some logging and the logging still happens when I load the game up.
…
The save file was started with a zipped copy of the mod - but I removed that when I started developing. Yes, I restarted the game.
If you've ...
- Sun Dec 01, 2024 6:16 am
- Forum: Modding help
- Topic: [Fixed][Not an Issue][User Error] Updating
- Replies: 4
- Views: 511
Re: [2.0] Updating
Hi! When I try to add new features to my mod, nothing happens. I removed some logging and the logging still happens when I load the game up. I am using the correct version of the mod, I checked myself. The only thing that's different since I was last able to add mod features is that I installed ...