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Palats avatar Palats commented on May 26, 2024

Factorio mods are really tied to the sync'ed loop of Factorio - and thus do nothing when in pause as it would risk desync'ing the game. That includes running screenshotting and/or setting out of pause from the script (Rseding91 do confirms).

Given that the CLI do fiddle with a few things, there might be something in that direction, however:

  • Factorio does not seem to have flags to ignore pause (except something for benchmarking, unlikely to be relevant).
  • I imagine pause state is kept in the savegame file, and it is opaque in practice (and Factorio dev do not want to document it / open it, which is understandble).

So, long story short, I don't think there is anything doable here, so, closing unfortunately. (Obv. if you have a specific idea on how to avoid this problem, I'm all ears).

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AstraLuma avatar AstraLuma commented on May 26, 2024

The pause state doesn't seem to be saved (at least in this case), and simply removing the mod seems to clear the problem up.

Given that the mapshot cli already copies the mod directory, putting a filter on that process seems relatively easy?

In the short term, I'll just add a script to my pipeline to remove it.

from mapshot.

Palats avatar Palats commented on May 26, 2024

Ah, thanks for the clarification - indeed, adding a way to filter out mods on the CLI would be straightforward and potentially useful.

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