Search found 278 matches
- Wed Mar 18, 2020 7:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.14] define.gui_types lost
- Replies: 1
- Views: 1983
[0.18.14] define.gui_types lost
In the change from 0.18. 13 to 0.18. 14 the Lua API defines.gui_type has lost its options of value 14 and above (after the kills entry, value 13) I noticed this as my mod uses defines.gui_type.custom.custom and is now erroring with a nil value exception. in commit fb6f37c for statistics-gui I can se...
- Thu Nov 28, 2019 10:16 pm
- Forum: Minor issues
- Topic: [0.17.78] Trivial smoke duration is 1 short
- Replies: 2
- Views: 1153
Re: [0.17.78] Trivial smoke duration is 1 short
I gave up trying to re-produce the different effects and just changed to switch between an entity and a rendered animation to get the desired effect.
- Thu Nov 28, 2019 9:04 pm
- Forum: Minor issues
- Topic: [0.17.78] Trivial smoke duration is 1 short
- Replies: 2
- Views: 1153
[0.17.78] Trivial smoke duration is 1 short
In 0.16 a trivial smoke with a duration and frame_count of 1 would be present for 1 tick. If you created it via command with the game speed of 0 in map editor it appeared on the 1 tick forward movement from the command and then when you moved on 1 tick it would vanish. In 0.17 a duration & frame...
- Wed Nov 06, 2019 3:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.17.75] Crash with RollingStock wheels direction_count of 0
- Replies: 3
- Views: 2677
Re: [0.17.75] Crash with RollingStock wheels direction_count of 0
thanks, corrected. value of 0 is what causes the crash.
- Wed Nov 06, 2019 1:33 pm
- Forum: Pending
- Topic: [kovarex] [0.17.75] Crash placing modified rail wagons
- Replies: 4
- Views: 1923
Re: [0.17.75] Game Crash from placing modified rail wagons
from antidotal experience this seems to be related to the selection boxes, as if I make them smaller the crash doesn't occur.
- Wed Nov 06, 2019 1:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.17.75] Crash with RollingStock wheels direction_count of 0
- Replies: 3
- Views: 2677
[Rseding] [0.17.75] Crash with RollingStock wheels direction_count of 0
If you set RollingStock's wheel's direction_count to 0 the game crashes when you hover the RollingStock over a railway track and the game tries to draw the wheels. https://wiki.factorio.com/Prototype/RollingStock#wheels https://wiki.factorio.com/Types/RotatedSprite#direction_count data.lua code used...
- Tue Nov 05, 2019 6:12 pm
- Forum: Pending
- Topic: [kovarex] [0.17.75] Crash placing modified rail wagons
- Replies: 4
- Views: 1923
[kovarex] [0.17.75] Crash placing modified rail wagons
I was placing some modified locamotives and cargo wagons in editor mode and the game crashed. They were being placed in a line using the auto connect placement feature. I placed into a train from front heading backwards a loco, wagon and clicked to place a second loco when it happened. I saw the 2nd...
- Tue Nov 05, 2019 3:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.75] RollingStock connection_distance applied inconsistently
- Replies: 3
- Views: 1548
[kovarex] [0.17.75] RollingStock connection_distance applied inconsistently
If you mix railway carriages with different connection distances the separation distance is based on their facing to each other. If they are both facing the same direction then the leading carriage applies its connection distance and the trailing carriage value is ignored. If the direction of the ca...
- Mon Oct 28, 2019 3:07 pm
- Forum: Won't fix.
- Topic: [Rseding91] [0.17.74] mass UnitGroup creation and deletion causes desync if stored in global table using #table
- Replies: 7
- Views: 2477
[Rseding91] [0.17.74] mass UnitGroup creation and deletion causes desync if stored in global table using #table
If you create and destroy a lot of unit groups this can cause a desync in heavy mode. In a clean 0.17.74 vanilla game. Enable heavy mode (toggle-heavy-mode) Run the below script a few times (up to 5) and a desync will be reported. /c global.groups = global.groups or {} local surface = game.player.su...
- Mon Oct 21, 2019 7:20 am
- Forum: Minor issues
- Topic: [Oxyd] [0.17.72] Biters "repulsed" when attacking player
- Replies: 2
- Views: 1399
Re: [Oxyd] [0.17.72] Biters "repulsed" when attacking player
I wondered (not tested) if this behaviour would increase UPS usage through unit command state changes, pathing requests to flee and then return when next triggered, ect. I.e. multiple waves hitting turrets sorrounded by wall. Would take small biters a while to chew through the wall layers and thus t...
- Sat Oct 19, 2019 9:10 am
- Forum: Minor issues
- Topic: [Oxyd] [0.17.72] Biters "repulsed" when attacking player
- Replies: 2
- Views: 1399
[Oxyd] [0.17.72] Biters "repulsed" when attacking player
Noticed a strange thing when testing new biter behaviour post 0.17.70. If I make a large horde of small biters (50ish) and attract them to my player they close in on me and after a few seconds of being really compact they shoot off away from me to just wonder around. The player is wearing lots of sh...
- Mon Aug 19, 2019 11:15 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.65] While catching up to an MP game some buttons do nothing
- Replies: 7
- Views: 6039
[Twinsen][0.17.65] While catching up to an MP game some buttons do nothing
While catching up to an MP game if I press escape to get to the in-game menu, the save and pause buttons do nothing when clicked. I see the click animation on them, but no outcome. I think the buttons should be either disabled or have a popup notice like the Mod Settings button does when used in thi...
- Tue Aug 13, 2019 10:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.64]Crash when close button (x) clicked during waiting for desync map download
- Replies: 1
- Views: 2092
[Twinsen][0.17.64]Crash when close button (x) clicked during waiting for desync map download
I know this is stretching it a bit, but though at least this way you get an explanation of what happened for the auto submitted crash log. Desynced in an MP game and while it was processing the desync to get the server's map copy for inclusion in the desync report I clicked the close button "X&...
- Tue Aug 06, 2019 12:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.62] Can't reach menu while map downloading to generate a desync report
- Replies: 1
- Views: 2297
[Twinsen] [0.17.62] Can't reach menu while map downloading to generate a desync report
When a desync has occurred and the client starts to download the map again they can not reach the menu by pressing escape. Effectively trapping you in the game until the map has re-downloaded and the desync report generated. On slower internet or very large maps this can take a long time. It seems t...
- Mon Aug 05, 2019 11:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.62] Crash on save: "Count of indexed targeters doesn't match count of saved targetables"
- Replies: 3
- Views: 2459
Re: [Rseding91] [0.17.62] Crash on save: "Count of indexed targeters doesn't match count of saved targetables"
Further to the discord discussion earlier. I've just tried running this save on a headless windows install of 0.17.62 on a secondary pc in my house. I can reproduce the server crash when the autosave runs after I connect to the server with my main pc. The attached save should skip basically all of t...
- Mon Aug 05, 2019 10:10 pm
- Forum: Technical Help
- Topic: [0.17.62] Desync Report Character variation
- Replies: 3
- Views: 991
Re: [0.17.62] Desync Report Character variation
is the variation in serialisation expected/accepted or is it a bug?
- Mon Aug 05, 2019 9:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.17.62] Crash loading save after removing mods
- Replies: 1
- Views: 1962
[posila][0.17.62] Crash loading save after removing mods
When I try to load the attached save after disabling all but one of the mods the save previously had, the game crashes. Done it twice in succession to confirm. Full mod folder including disabled mods included for completeness. I was doing this to try and quickly identify which mod was causing oddnes...
- Mon Aug 05, 2019 7:35 pm
- Forum: Technical Help
- Topic: [0.17.62] Desync Report Character variation
- Replies: 3
- Views: 991
[0.17.62] Desync Report Character variation
When I look at a desync report I've noticed that for a non broken mod there is variation in the reference and desynced script.dat files. It looks to be a serialisation variation that I don't recall ever noticing in older Factorio versions (early 0.17 or maybe 0.16). Not sure if it matters but the se...
- Mon Aug 05, 2019 4:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.62] Crash on save: "Count of indexed targeters doesn't match count of saved targetables"
- Replies: 3
- Views: 2459
[Rseding91] [0.17.62] Crash on save: "Count of indexed targeters doesn't match count of saved targetables"
When an MP server running "_autosave2" attempts to make the next auto save the server crashes with the attached errors. The autosave interval is 11 minutes. I have tried loading the server again from a copy of "_autosave2" and the game crashed with the same error on first autosav...
- Fri Jul 19, 2019 4:00 pm
- Forum: Not a bug
- Topic: [Oxyd] [0.17.56] Biter groups get stuck on cliffs and go idle
- Replies: 15
- Views: 3496
Re: [Oxyd] [0.17.56] Biter groups get stuck on cliffs and go idle
this bug does see to have gone a bit off track. It was meant to highlight how the biters are prone to getting stuck on cliffs and likely other indestructible path blocking elements. And then they seemed to just give up after a while. If this is "accepted/expected" behaviour from the curren...