Search found 1321 matches

by robot256
Tue Dec 30, 2025 8:20 pm
Forum: Modding help
Topic: Is there a way to hide items from the "no material for construction" alert?
Replies: 3
Views: 157

Re: Is there a way to hide items from the "no material for construction" alert?

What about assigning the ghost entity to a dummy neutral force?
by robot256
Tue Dec 30, 2025 3:04 pm
Forum: Ideas and Suggestions
Topic: Roboports should be higher priority storage
Replies: 5
Views: 476

Re: Roboports should be higher priority storage

I appreciate the discussion and OP's contributions. I have a better understanding of how the current system works and no longer see a need to change it. The solution to OP's problem is to build a single unfiltered storage chest, full stop.

Any repair packs taken from the passive provider that don ...
by robot256
Tue Dec 23, 2025 6:48 pm
Forum: Not a bug
Topic: [2.0.72] bots keep taking repair packs and stuck themselves
Replies: 13
Views: 711

Re: [2.0.72] bots keep taking repair packs and stuck themselves




Rseding was trying to say that construction robots don't respect storage priorities at all and never will



They do respect storage priorities. There is no storage or requester in the logistic network shown in the screenshots and so nowhere for the robots to put repair packs.


So the shown ...
by robot256
Tue Dec 23, 2025 5:48 pm
Forum: Gameplay Help
Topic: Combine product and quality signal
Replies: 4
Views: 261

Re: Combine product and quality signal

Been a while since I tried it, but look at the new Selector Combinator and try the "quality transfer" mode.
by robot256
Tue Dec 23, 2025 5:41 pm
Forum: Not a bug
Topic: [2.0.72] bots keep taking repair packs and stuck themselves
Replies: 13
Views: 711

Re: [2.0.72] bots keep taking repair packs and stuck themselves



Construction robots and roboports were never meant to be fully functional without storage chests for repair packs that don't end up fitting. You simply need to build storage chests for the repair packs.


Would it be possible to change that and make roboports a higher priority source for the ...
by robot256
Sun Dec 14, 2025 2:02 pm
Forum: Modding help
Topic: surface.create_entity throwing strange errors when fast replacing a Tank
Replies: 4
Views: 373

Re: surface.create_entity throwing strange errors when fast replacing a Tank

guy smiley wrote: Sat Dec 13, 2025 5:58 am Yup, all sorted now, tyvm.
Glad to hear it. The documentation is the best part of Factorio's API, if you ignore it you are missing out.
by robot256
Fri Dec 12, 2025 1:02 pm
Forum: Modding help
Topic: surface.create_entity throwing strange errors when fast replacing a Tank
Replies: 4
Views: 373

Re: surface.create_entity throwing strange errors when fast replacing a Tank

FYI, it is not possible to directly reassign a LuaEquipmentGrid or LuaInventory object from one entity to another, i.e. change the owner of an existing object. The contents of the old one must be copied somehow into the new one that is automatically created for the new entity.

The error messages ...
by robot256
Tue Nov 25, 2025 7:29 pm
Forum: Not a bug
Topic: [2.0.72] Parametrized train interrupt fails to use parameter in "item count" wait conditions
Replies: 3
Views: 450

Re: [2.0.72] Parametrized train interrupt fails to use parameter in "item count" wait conditions

The Circuit Signal Wildcard will be filled in with the first signal that meets the condition. It will be filled in everywhere in the interrupt that the Circuit Signal Wildcard appears. It will *not* fill in slots containing the Item Wildcard, because it is a signal not an item. Unless I'm completely ...
by robot256
Mon Nov 24, 2025 12:18 am
Forum: Modding help
Topic: Intermediate products are not working
Replies: 5
Views: 561

Re: Intermediate products are not working

There have been issues in the past with recipes not being usable as handcrafting intermediates. Some were modder mistakes and some were engine bugs, like this one: https://forums.factorio.com/viewtopic.php?p=540359&hilit=Handcrafting+intermediate#p540359

Check to see that you have all the flags ...
by robot256
Fri Nov 14, 2025 3:30 pm
Forum: Technical Help
Topic: Corrupt map: unknown quality prototype ID 140.
Replies: 5
Views: 781

Re: Corrupt map: unknown quality prototype ID 140.

Unfortunately, for performance reasons the game does not validate the game state when it is saved, only when it is loaded. Some people make backup every day for this reason. If you have any sort of file backup application installed on your computer, you can look for older copies of the save file ...
by robot256
Thu Nov 13, 2025 8:02 pm
Forum: Modding help
Topic: Unable to use deconstruction, upgrade, or BP on loader-1x1 deepcopy entity
Replies: 2
Views: 538

Re: Unable to use deconstruction, upgrade, or BP on loader-1x1 deepcopy entity

I would suggest you remove the deepcopy and instead copy and paste the prototype from the base game file into your mod file for your "tier 1" loader. Then you can change every property to exactly what you want, and deepcopy the tier 1 prototype to make the tier 2 prototype, etc.

The upgrade planner ...
by robot256
Wed Nov 05, 2025 6:45 pm
Forum: Fixed for 2.1
Topic: [2.0.72] Cloning boiler duplicates fluid inside
Replies: 4
Views: 646

Re: [2.0.72] Cloning boiler duplicates fluid inside

You mean the cloned boiler has *more* fluid than the original one? That's a good bug to report. I didn't initially understand from your use of the word "raising"-- the word "increasing" would be more correct here.

I confirmed the bug with your reproduction command. The first boiler has 50 water in ...
by robot256
Wed Nov 05, 2025 6:39 pm
Forum: Technical Help
Topic: [2.0.69] Adding, Updating, Deleting Mods causes a desync or Migration issue
Replies: 11
Views: 3953

Re: [2.0.69] Adding, Updating, Deleting Mods causes a desync or Migration issue

I was bored so I did a code review on all the mods in your save file. TWO mods stand out as ones which write to potentially dangerous session-global variables inside on_configuration_changed: "Long Range Delivery Drones" and "Corrundum". Removing one or both of them, loading it in single player, and ...
by robot256
Wed Nov 05, 2025 4:56 pm
Forum: Fixed for 2.1
Topic: [2.0.72] Cloning boiler duplicates fluid inside
Replies: 4
Views: 646

Re: [2.0.72] Cloning boiler duplicates fluid inside

Cloning by definition copies all characteristics, including chest contents and fluid contents. If you want the new entity to be empty, you will have to empty it by script after cloning. Or you can use create_entity() and manually copy the properties that you want to preserve.
by robot256
Thu Oct 30, 2025 11:39 am
Forum: Modding interface requests
Topic: Gui element that shows script inventory
Replies: 8
Views: 789

Re: Gui element that shows script inventory



Can you provide any more details about your application and why an invisible container entity with interactions disabled is insufficient? A script could cause the player to open the container's gui even if the container itself is not clickable. The contents can be stored in the invisible ...
by robot256
Wed Oct 29, 2025 5:50 pm
Forum: Modding interface requests
Topic: Gui element that shows script inventory
Replies: 8
Views: 789

Re: Gui element that shows script inventory

Can you provide any more details about your application and why an invisible container entity with interactions disabled is insufficient? A script could cause the player to open the container's gui even if the container itself is not clickable. The contents can be stored in the invisible container ...
by robot256
Tue Oct 28, 2025 1:10 pm
Forum: Fixed for 2.1
Topic: [2.0.69] Bots return modules to wrong chest when upgrade is cancelled
Replies: 3
Views: 845

Re: [2.0.69] Bots return modules to wrong chest when upgrade is cancelled

This looks very similar to viewtopic.php?p=658117 which was supposed to have been fixed, but apparently isn't.
by robot256
Mon Oct 27, 2025 2:53 pm
Forum: Modding help
Topic: prototypes migrations in lua migration
Replies: 1
Views: 225

Re: prototypes migrations in lua migration

No, this is not possible. You can use Lua code in a Lua migration to destroy the old entities and make new ones depending on what mods are installed.

But migrations generally are supposed to be for things that happen in your mod alone, since you don't really control when they run. When things need ...
by robot256
Sat Oct 25, 2025 6:39 pm
Forum: Resolved for the next release
Topic: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
Replies: 6
Views: 1188

Re: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.


For my mod, I created a machine that uses underground pipe connections of a special "unpipable" connection category with a range of 1 instead of the regular fluid pipe connections. (to allow an implementation of unpipable fluids which require direct machine-to-machine transfer)


Can you attach ...

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