Search found 300 matches
- 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?
- 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 ...
- Fri Jan 02, 2026 1:37 pm
- Forum: Modding help
- Topic: Upgrade Planner not working on entity despite next_upgrade being set
- Replies: 3
- Views: 179
Re: Upgrade Planner not working on entity despite next_upgrade being set
Are all the requirements met mentioned in https://lua-api.factorio.com/latest/pro ... xt_upgrade?
- 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?
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.robot256 wrote: Tue Dec 30, 2025 8:20 pm What about assigning the ghost entity to a dummy neutral force?
- 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 ...
- 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
https://mods.factorio.com/mod/blueprint-auto-downgrade
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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
- 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 ...
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 ...
- 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 ...
Even modifying the "fulgora_elevation" property to ...
- 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 ...
script.on_event(defines.events.on_player_setup_blueprint, function(event)
local item = event.record or event ...
- Sun Oct 19, 2025 10:08 am
- Forum: Modding help
- Topic: Is there no separate event for entity clicks?
- Replies: 2
- Views: 365
- 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 ...
- 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?
- 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
- 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