Search found 310 matches

by Natha
Fri Feb 20, 2026 3:22 pm
Forum: Not a bug
Topic: [2.0.75] Construction robots loose roboport after marking spidertron for deconstruction
Replies: 4
Views: 212

Re: [2.0.75] Construction robots loose roboport after marking spidertron for deconstruction


Unfortunately without a save file and reproduction steps i am going to throw this to Not a bug. When a spidertron is marked to be deconstructed the construction robots in the air gets detached from spidertron's network and will seek another network to join, regardless of how far those networks are ...
by Natha
Thu Feb 19, 2026 9:20 pm
Forum: Not a bug
Topic: [2.0.75] Construction robots loose roboport after marking spidertron for deconstruction
Replies: 4
Views: 212

[2.0.75] Construction robots loose roboport after marking spidertron for deconstruction

Have a spidertron with roboport. Do an action (building/deconstructing) to let some robots swarm out. While they are outside of the spidertron, mine the spidertron in remote view to mark it for deconstruction. Now the robots send an alert "not enough empty roboport slots available" and stay on their ...
by Natha
Sun Feb 15, 2026 9:52 am
Forum: Ideas and Suggestions
Topic: Circuit wait condition: Anything signal
Replies: 2
Views: 225

Re: Circuit wait condition: Anything signal

Thanks, how genius is that!
by Natha
Sat Feb 14, 2026 11:11 am
Forum: Ideas and Suggestions
Topic: Circuit wait condition: Anything signal
Replies: 2
Views: 225

Circuit wait condition: Anything signal

Allow the "Anything" or "All" signal in circuit wait conditions for trains.
by Natha
Mon Jan 19, 2026 8:50 pm
Forum: Modding help
Topic: Crafting Categories
Replies: 4
Views: 487

Re: Crafting Categories

Try to insert the category in data-final-fixes.lua
by Natha
Mon Jan 19, 2026 3:49 pm
Forum: Modding help
Topic: Crafting Categories
Replies: 4
Views: 487

Re: Crafting Categories

What is not working?
by Natha
Sun Jan 11, 2026 10:14 am
Forum: Modding help
Topic: NoiseFunction parameter defaults
Replies: 1
Views: 235

Re: NoiseFunction parameter defaults

I don't think thats possible, as multioctave_noise is a built-in function that is not defined anywhere in Lua code
by Natha
Fri Jan 09, 2026 7:24 pm
Forum: Modding help
Topic: [solved] Detect Ghosts before building
Replies: 4
Views: 429

Re: Detect Ghosts before building.

If the ghost has tags set, you will find them in the event data
by Natha
Sat Jan 03, 2026 1:33 pm
Forum: Modding help
Topic: Recipe is not selectable in circuit network
Replies: 5
Views: 415

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: 1203

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: 351

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: 351

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: 1203

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: 1203

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: 763

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: 763

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: 763

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 ...

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