Search found 300 matches

by Natha
Sat Jan 03, 2026 1:33 pm
Forum: Modding help
Topic: Recipe is not selectable in circuit network
Replies: 5
Views: 205

Re: Recipe is not selectable in circuit network

For the technology issue, do you have specified the recipe twice as unlock-recipe?
by Natha
Sat Jan 03, 2026 11:56 am
Forum: Ideas and Requests For Mods
Topic: Better blueprints idea - auto upgrade/downgrade
Replies: 8
Views: 862

Re: Better blueprints idea - auto upgrade/downgrade


I thinked of this when doing a mod. The problem is that entity "upgrade" is not always a compatible upgrade, specially underground belt, if you paste a blueprint that do underground belt spaghetti, and downgrade all of them to the same underground tier the blueprint will not work. Also range of ...
by Natha
Tue Dec 30, 2025 9:16 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?

robot256 wrote: Tue Dec 30, 2025 8:20 pm What about assigning the ghost entity to a dummy neutral force?
You know, this is the solution. Thanks a lot! I don't even need a "dummy" force, just setting the ghost to neutral makes the logistic network not trying to deliver items.
by Natha
Tue Dec 30, 2025 8:00 pm
Forum: Modding help
Topic: Is there a way to hide items from the "no material for construction" alert?
Replies: 3
Views: 157

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

For internal reasons, I have an entity which I create as a ghost and destroy it usually. To make it placeable as a ghost, I had to create a dummy item with place_result set to this entity. However, if this ghost is placed inside a logistic network, it shows that the ghost is missing materials for ...
by Natha
Tue Dec 30, 2025 1:47 pm
Forum: Ideas and Requests For Mods
Topic: Better blueprints idea - auto upgrade/downgrade
Replies: 8
Views: 862

Re: Better blueprints idea - auto upgrade/downgrade

I created the mod. It was not as complex as I initially thought:
https://mods.factorio.com/mod/blueprint-auto-downgrade
by Natha
Mon Dec 15, 2025 10:19 pm
Forum: Ideas and Requests For Mods
Topic: Better blueprints idea - auto upgrade/downgrade
Replies: 8
Views: 862

Re: Better blueprints idea - auto upgrade/downgrade

I'd be interested in (co-)developing such a mod. My idea is to provide a dialog upon placement, if one of the entities is not available in the logistic network. Then for each of those entities (maybe also include a check if available entities >= amount needed), show possible candidates to replace ...
by Natha
Wed Dec 10, 2025 6:10 pm
Forum: Bug Reports
Topic: [2.0.72] Undo item has nil entries
Replies: 6
Views: 562

Re: [2.0.72] Undo item has nil entries

Whatever is best for UPS. I'd say only a few mods use the undo/redo API at all.
For me, as a programmer, it is more useful (or convenient) if entries of an array of UndoRedoActions really are UndoRedoActions (having a type and some data). If you decide to leave it as-is, please add a hint to the ...
by Natha
Wed Dec 10, 2025 1:55 pm
Forum: Bug Reports
Topic: [2.0.72] Undo item has nil entries
Replies: 6
Views: 562

Re: [2.0.72] Undo item has nil entries


So, looking into this - a given undo item can have several actions in that item and one or more may be invalid. When pushing the structure to Lua the push logic will skip invalid entries however it still increments the index that it uses to put the undo item actions into the lua table.

I can "fix ...
by Natha
Mon Dec 08, 2025 1:41 pm
Forum: Bug Reports
Topic: [2.0.72] Undo item has nil entries
Replies: 6
Views: 562

Re: [2.0.72] Undo item has nil entries


Can you provide a save file created between steps 3 and 4? i am unable to reproduce any issues and i suspect i am misunderstanding which actions are super forced or normal or ghost or blueprint builds.


Rotate the belt in the cursor so that is is not facing north. Place it where the ...
by Natha
Sat Dec 06, 2025 1:04 pm
Forum: Bug Reports
Topic: [2.0.72] Undo item has nil entries
Replies: 6
Views: 562

[2.0.72] Undo item has nil entries

Steps to reproduce:
1. Build a belt
2. Super-force build a splitter (belt is now marked for deconstruction and splitter ghost is created)
3. Place the belt again in another direction on the same position (splitter ghost is removed)
4. Print the last undo item. The first entry is nil
/c game.print ...
by Natha
Sat Nov 29, 2025 8:17 pm
Forum: Modding help
Topic: Module insertion events
Replies: 1
Views: 217

Re: Module insertion events

The only event that is fired related to that is on_player_cursor_stack_changed when you insert a non-ghost module
by Natha
Sun Nov 09, 2025 1:56 pm
Forum: Bug Reports
Topic: [2.0.72] on_undo_applied is not fired for wire connections under certain circumstances
Replies: 0
Views: 297

[2.0.72] on_undo_applied is not fired for wire connections under certain circumstances

Steps to reproduce:
Use the mod I attached. Place 2 electric poles and connect them with red or green wire. Then press Ctrl+Z. The floating text states that the connection was undone, but no chat message.

When I disconnect a wire connection by script the next tick after it was connected and I want ...
by Natha
Fri Nov 07, 2025 3:01 pm
Forum: Modding discussion
Topic: Elevation/Noise Help
Replies: 3
Views: 519

Re: Elevation/Noise Help

I figured out that the tiles of the other planets do not use the elevation variable inside map_gen_settings. If you check planet-fulgora-map-gen.lua and tiles-fulgora.lua (other planets accordingly), you see that the usey a funny mix of everything.

Even modifying the "fulgora_elevation" property to ...
by Natha
Sat Nov 01, 2025 8:29 pm
Forum: Modding interface requests
Topic: [2.0.72] set_blueprint_entities makes the cutted entities forget their external wire connections
Replies: 1
Views: 259

[2.0.72] set_blueprint_entities makes the cutted entities forget their external wire connections

Relating to https://www.factorio.com/blog/post/fff-402. When using set_blueprint_entities, even without modifying anything, it forgets those wire connectiong going to external entities.

script.on_event(defines.events.on_player_setup_blueprint, function(event)
local item = event.record or event ...
by Natha
Wed Oct 01, 2025 7:42 pm
Forum: Modding help
Topic: 2.0 / Missing Important tech on my current game only.
Replies: 5
Views: 525

Re: 2.0 / Missing Important tech on my current game only.


Usually, techs "disappear" when there are modified/replaced by a mod, which is subsequently deactivated.
If you started playing with a mod that changed or removed the tech, and decided to deactivate that mod, then you get this result.

Can't guarantee it's the root cause though.

[Edit] : This ...
by Natha
Mon Sep 29, 2025 1:38 pm
Forum: Modding help
Topic: circular dependency management
Replies: 2
Views: 400

Re: circular dependency management

What do you want to achieve exactly?
by Natha
Wed Sep 24, 2025 3:26 pm
Forum: Modding help
Topic: question concerning the right handling of fixing a (rare) bug in an already published migration file (lua)
Replies: 4
Views: 550

Re: question concerning the right handling of fixing a (rare) bug in an already published migration file (lua)

You can also run migration code in the on_configuration_changed event after checking if the buggy version of your mod was NOT installed
by Natha
Fri Sep 19, 2025 12:41 pm
Forum: Modding help
Topic: How to add a mineable fluid resource that only spawns one entity per patch?
Replies: 4
Views: 626

Re: How to add a mineable fluid resource that only spawns one entity per patch?

Also pyrawores does that with e.g. aluminium rock. It's basically a very low spawning probability

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