Search found 1784 matches
- Mon Oct 27, 2025 1:25 am
- Forum: Modding help
- Topic: How to modify entity.tags?
- Replies: 7
- Views: 477
Re: How to modify entity.tags?
Where should I store data between deconstruction and cancelling deconstruction (Ctrl+Z)
I have no practical experience with this, but these events look useful:
on_cancelled_deconstruction
on_marked_for_deconstruction
on_player_deconstructed_area
on_pre_ghost_deconstructed
How should I ...
- Sun Oct 26, 2025 8:33 am
- Forum: Modding help
- Topic: How to modify entity.tags?
- Replies: 7
- Views: 477
Re: How to modify entity.tags?
This is the way to go.FeelusM wrote: Sat Oct 25, 2025 11:21 pm Or I should save it in `storage.some_data[entity.unit_number]` and write boilerplate code for transferring it between `storage` and `ghost_entity.tags` for numerous events?
- Sat Oct 25, 2025 10:26 pm
- Forum: Modding help
- Topic: How to modify entity.tags?
- Replies: 7
- Views: 477
Re: How to modify tags?
See the description of LuaEntity::tags:
So I guess you can't add tags to your entity because you're dealing with real entities instead of entity ghosts …The tags associated with this entity ghost. nil if this is not an entity ghost or when the ghost has no tags.
- Wed Oct 22, 2025 7:26 pm
- Forum: Modding help
- Topic: Error message info.json file
- Replies: 5
- Views: 629
Re: Error message info.json file
Common mistakes are that
- the last line before the closing brace '}' ends with a comma
- the other lines after the opening brace '{' DO NOT end with a comma
- Sun Oct 19, 2025 4:54 am
- Forum: Modding help
- Topic: Error message info.json file
- Replies: 5
- Views: 629
Re: Error message info.json file
You've got these two lines wrong:
"factorio_version": "2.0.69",
"dependencies": ["base >= 1.0.0"],
The mod should load if you change them to
"factorio_version": "2.0",
"dependencies": [
"base >= 2.0.69",
"space-age >= 2.0.69"
],
"factorio_version": "2.0.69",
"dependencies": ["base >= 1.0.0"],
The mod should load if you change them to
"factorio_version": "2.0",
"dependencies": [
"base >= 2.0.69",
"space-age >= 2.0.69"
],
- Sun Oct 05, 2025 8:59 pm
- Forum: Modding help
- Topic: I managed it to crash the game without a error report
- Replies: 16
- Views: 989
Re: I managed it to crash the game without a error report
get_chunks() returns a LuaChunkIterator object. This can be saved in storage and the chunk handles can be retrieved one at a time with the next() function. Keep getting chunks a few at a time (e.g. in a "for n=1,5 do" loop) until it returns nil. if you need to do another scan, start over with a ...
- Sun Oct 05, 2025 4:23 pm
- Forum: Modding help
- Topic: I managed it to crash the game without a error report
- Replies: 16
- Views: 989
Re: I managed it to crash the game without a error report
If you only need to know if a chunk has water, and not where it is, instead of "find_tiles_filtered", use "count_tiles_filtered".
@Paned named the function spawn_morphed_fish(), so I guess it is relevant where the water tiles are located. This poses another problem: how do you determine where ...
- Sun Oct 05, 2025 4:07 pm
- Forum: Modding help
- Topic: I managed it to crash the game without a error report
- Replies: 16
- Views: 989
Re: I managed it to crash the game without a error report
The best improvement would be if your code runs on the on_chunk_generated event.
This will work in games where the mod has been active right from the start. But if the mod was added to a running game, you'd miss all chunks that have already been generated. You can avoid that if you build your ...
- Sun Oct 05, 2025 2:50 pm
- Forum: Questions, reviews and ratings
- Topic: Multiplayer: Need a mod that creates corpse on player leave
- Replies: 17
- Views: 5178
Re: Multiplayer: Need a mod that creates corpse on player leave
I've finally got around to update Leave Corpse On Exit for Factorio 2.0. 
- Sun Oct 05, 2025 8:40 am
- Forum: Resolved Requests
- Topic: Missing info for LuaSurface::get_chunks()
- Replies: 1
- Views: 148
Missing info for LuaSurface::get_chunks()
The description of LuaTerritory::get_chunks() contains the following sentence:
Chunks may or may not be generated; use LuaSurface::is_chunk_generated to check a chunk's state before accessing it.
This sentence is missing from the description of LuaSurface::get_chunks() . Without it, people may ...
Chunks may or may not be generated; use LuaSurface::is_chunk_generated to check a chunk's state before accessing it.
This sentence is missing from the description of LuaSurface::get_chunks() . Without it, people may ...
- Sun Oct 05, 2025 7:58 am
- Forum: Modding help
- Topic: I managed it to crash the game without a error report
- Replies: 16
- Views: 989
Re: I managed it to crash the game without a error report
I believe surface.get_chunks() only returns generated chunks.
That's what I thought, too! However, when I was looking for the description of LuaSurface::get_chunks(), I noticed that there also is LuaTerritory::get_chunks() , which has a slightly different description:
"Chunks may or may not be ...
- Sat Oct 04, 2025 4:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.69] on_chart_tag_modified not raised for changed text/icon
- Replies: 2
- Views: 544
Re: [2.0.69] on_chart_tag_modified not raised for changed text/icon
Sorry, I forgot to mention that the event is raised when tag icon or text are changed by a player. But it won't be raised when icon or text are changed by script.
- Sat Oct 04, 2025 4:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.69] on_chart_tag_modified not raised for changed text/icon
- Replies: 2
- Views: 544
[2.0.69] on_chart_tag_modified not raised for changed text/icon
What?
According to the description, on_chart_tag_modified will be "[c]alled when a chart tag is modified by a player or by script." However, the event is only raised if tag position or tag surface have been changed – changes to icon or text are ignored.
How to reproduce
I've started a new game ...
According to the description, on_chart_tag_modified will be "[c]alled when a chart tag is modified by a player or by script." However, the event is only raised if tag position or tag surface have been changed – changes to icon or text are ignored.
How to reproduce
I've started a new game ...
- Sat Oct 04, 2025 2:17 pm
- Forum: Modding help
- Topic: I managed it to crash the game without a error report
- Replies: 16
- Views: 989
Re: I managed it to crash the game without a error report
i do like the second version better :)
Thank you for helping me out here.
But still. As soon as this code is fired my game freezes :(
is there something wrong with the .find_tiles_filtered function?
I don't see anything wrong with it. It does run in a newly started game (inverted the ...
- Fri Oct 03, 2025 7:41 pm
- Forum: Modding help
- Topic: I managed it to crash the game without a error report
- Replies: 16
- Views: 989
Re: I managed it to crash the game without a error report
uh, can you tell me why i have to use next there?
i thought i was going through the chunk table by the for loop - somehow i dont get it (sorry..)
If game.surfaces[1].find_tiles_filtered({area = area_fromChunk, name = arrayWithTiles}) doesn't find any water tiles, it won't return nil but ...
- Fri Oct 03, 2025 2:51 pm
- Forum: Modding help
- Topic: I managed it to crash the game without a error report
- Replies: 16
- Views: 989
Re: I managed it to crash the game without a error report
Not sure what causes your crash, but this is wrong:
if game.surfaces[1].find_tiles_filtered({area = area_fromChunk, name = arrayWithTiles}) then
game.print("found water")
end
LuaSurface::find_tiles_filtered will always return an array with 0 or more elements, so the condition is always true ...
if game.surfaces[1].find_tiles_filtered({area = area_fromChunk, name = arrayWithTiles}) then
game.print("found water")
end
LuaSurface::find_tiles_filtered will always return an array with 0 or more elements, so the condition is always true ...
- Sat Sep 27, 2025 8:56 am
- Forum: Modding help
- Topic: Is there an established way to 'remove' a prototype from the base game?
- Replies: 4
- Views: 328
Re: Is there an established way to 'remove' a prototype from the base game?
You may also want to add hidden_in_factoriopedia= true!
- Sat Sep 27, 2025 8:41 am
- Forum: Modding help
- Topic: Is there an established way to 'remove' a prototype from the base game?
- Replies: 4
- Views: 328
Re: Is there an established way to 'remove' a prototype from the base game?
You should never remove prototypes! If you do that, it's quite likely that you'll break things for other mods. What you can do is hide prototypes of entities, items etc., the recipes that make them, and unlocks in technologies. This way, other mods can still use the prototype to create their own ...
- Fri Sep 12, 2025 1:32 pm
- Forum: Resolved Requests
- Topic: Error when setting virtual signal in constant-combinator
- Replies: 4
- Views: 546
- Tue Sep 09, 2025 3:39 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer::swap_players
- Replies: 5
- Views: 557
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 ...