Yes, same crash
Search found 185 matches
- Sun May 05, 2024 11:54 am
- Forum: Assigned
- Topic: [Genhis] [1.1.104] Crash generating surface (FloatCast.hpp:129: -3.965784 < 0.000000)
- Replies: 3
- Views: 221
- Sun May 05, 2024 11:03 am
- Forum: Assigned
- Topic: [Genhis] [1.1.104] Crash generating surface (FloatCast.hpp:129: -3.965784 < 0.000000)
- Replies: 3
- Views: 221
[Genhis] [1.1.104] Crash generating surface (FloatCast.hpp:129: -3.965784 < 0.000000)
I created a surface with custom map settings and used frequency 1000 in autoplace_settings.decorative.rock-small Factorio crashed. Generating symbolized stacktrace, please wait ... c:\users\build\appdata\local\temp\factorio-build-iemlsv\src\floatcast.hpp (129): float_cast<unsigned int> c:\users\buil...
- Fri May 03, 2024 1:07 pm
- Forum: Not a bug
- Topic: Placing resources under cliffs removes that cliff
- Replies: 1
- Views: 172
Placing resources under cliffs removes that cliff
When I place a resource entity (map editor or via script) on a position that collides with a cliff, this cliff is destroyed, even if both prototypes have different collision masks. Is this intended? If yes, there should be a prototype property that disables this behaviour.
- Tue Apr 30, 2024 5:48 am
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 461
Re: How to interpret "probability" property expression?
What is your use case? I want to mirror resources onto another surface. For patches like crude oil, the excat position is not that important but the probability should stay the same. According to prototype stage, crude oil should have a probability of 1/48, which is the blue dots, but after applyin...
- Mon Apr 29, 2024 9:26 pm
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 461
Re: How to interpret "probability" property expression?
Another thing I just found: when moving after executing the command and executing it again, completely new probability values show up! Apparently the random numbers are influenced by the given position array, which changes the result for one specific position. This is indeed true when a noise expre...
- Mon Apr 29, 2024 2:38 pm
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 461
Re: How to interpret "probability" property expression?
I would have tried to look at the map for other spot with positive probabilities, and see if there was always 1 pumpjack attached, are some of them moved away ? or removed ? when colliding. I don't know if there are spots outside of whole oil patches with positive probability, but then richness wou...
- Mon Apr 29, 2024 9:43 am
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 461
Re: How to interpret "probability" property expression?
I wanted to test an hypothesis, because i think i read something one time but couldn't find source that there are special rules for crude oil placement to make sure it is always possible to place a pumpjack and/or a pipe connected to it, in the vanilla generation. Thats a good point. I just tried g...
- Tue Apr 23, 2024 10:18 pm
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 461
How to interpret "probability" property expression?
I try to replicate crude oil placement. But I don't really know how the probability expression works. The following code prints probability (white) and richness (yellow) values on each position: local calcresult = surface.calculate_tile_properties({"entity:crude-oil:probability", "ent...
- Sun Apr 21, 2024 8:03 pm
- Forum: Modding interface requests
- Topic: Disable heat icon when hovering heat pipe or interface
- Replies: 0
- Views: 127
Disable heat icon when hovering heat pipe or interface
When hovering a heat pipe or heat interface, it shows the heat icon. I request this to be hideable, similar to Fluidbox::hide_connection_info
- Sun Apr 21, 2024 12:07 pm
- Forum: Modding help
- Topic: Using on_research_finished to spawn a cargo wagon on a train
- Replies: 6
- Views: 361
Re: Using on_research_finished to spawn a cargo wagon on a train
You have to spawn the wagon and then use https://lua-api.factorio.com/latest/classes/LuaEntity.html#connect_rolling_stock. But I don't know if creating wagons on the right spots on rails is doable. I'm just not sure if this approach would stop the game from responding to other on_research_finished e...
- Sat Mar 30, 2024 8:17 am
- Forum: Technical Help
- Topic: [1.1.103] Error updating to 1.1.104
- Replies: 8
- Views: 871
Re: [1.1.103] Error updating to 1.1.104
This error now occured every time I wanted to update Factorio (currently 1.1.106). Had to download each vesion manually. I'm using ZIP version.
Every time, it was another file containing unexpected contents.
Every time, it was another file containing unexpected contents.
- Sat Mar 30, 2024 8:03 am
- Forum: Combinator Creations
- Topic: Liquid level regulator
- Replies: 9
- Views: 760
Re: Liquid level regulator
This type of circuit you created is called "Schmitt trigger".
- Thu Mar 28, 2024 1:54 pm
- Forum: Modding discussion
- Topic: How is LuaEntity::energy calculated? Compared to energy_usage and max_energy_usage
- Replies: 0
- Views: 158
How is LuaEntity::energy calculated? Compared to energy_usage and max_energy_usage
What is the difference between LuaEntityPrototype::max_energy_usage and LuaEntityPrototype::energy_usage for "normal" consumer entities? They return the same value, which is the maximum power consumption (in W) - drain and divided by 60 (result is Joules per tick). When calling LuaEntity::...
- Tue Feb 06, 2024 9:15 am
- Forum: Modding interface requests
- Topic: Allow event for a cliff being destroyed
- Replies: 2
- Views: 808
Re: Allow event for a cliff being destroyed
What you also could do is to add a script trigger event to the capsule: table.insert(data.raw.projectile["cliff-explosives"].action[1].action_delivery.target_effects, { type = "script", effect_id = "cliff-explosives" }) And then use the event: script.on_event(defines.ev...
- Sat Feb 03, 2024 7:14 am
- Forum: Technical Help
- Topic: [1.1.103] Error updating to 1.1.104
- Replies: 8
- Views: 871
Re: [1.1.103] Error updating to 1.1.104
I have a similar error (I downloaded 103 as ZIP):
Checking update packages failed: File D:/Spiele/Factorio Vanilla/data/../doc-html/builtin-types.html has unexpected content
Can't attach the file as it says invalid file extension.
Checking update packages failed: File D:/Spiele/Factorio Vanilla/data/../doc-html/builtin-types.html has unexpected content
Can't attach the file as it says invalid file extension.
- Fri Jan 26, 2024 9:10 am
- Forum: Multiplayer
- Topic: Learn-a-Language Special (Ft. Factorio) [GER]
- Replies: 8
- Views: 709
Re: Learn-a-Language Special (Ft. Factorio) [GER]
It's also probably a good idea to set a concrete goal/expectation so we know what we're looking at going in. Something like 'We'd play for four hours a week, for 8 weeks', but that's probably easier to organize over a call. I wouldn't go for such a time-related goal, maybe even not for a game-relat...
- Wed Jan 24, 2024 7:08 pm
- Forum: Multiplayer
- Topic: Learn-a-Language Special (Ft. Factorio) [GER]
- Replies: 8
- Views: 709
Re: Learn-a-Language Special (Ft. Factorio) [GER]
This is a great idea and I would offer myself, but you have to consider timezones. Australia is 8-10 hours later than germany, so when I'm home from work you'll be asleep already, if you don't want to play your whole night :shock: Weekend are the only possible days when playing in your afternoon and...
- Fri Jan 19, 2024 11:20 am
- Forum: Modding help
- Topic: create surface with specific pollution settings
- Replies: 1
- Views: 201
create surface with specific pollution settings
When I create a new surface using pollution settings, they are not applied. I want to have a diffusion by 0, but whatever I change in these values the spreading is the same. local surface_map_settings = { pollution={ enabled = true, diffusion_ratio = 0, min_to_diffuse = 15, ageing = 0.1, expected_ma...
- Tue Jan 16, 2024 8:40 pm
- Forum: Mods
- Topic: [1.1] Subsurface
- Replies: 0
- Views: 242
[1.1] Subsurface
This aims to be a complete rewrite of the old mod (https://forums.factorio.com/viewtopic.php?t=19178 by StanFear) to the new versions of Factorio. Mod portal link: https://mods.factorio.com/mod/Subsurface It is in a working state containing player, item and fluid elevators as well as power and circu...
- Mon Jan 08, 2024 8:21 am
- Forum: Questions, reviews and ratings
- Topic: Ingredient tree mod?
- Replies: 3
- Views: 452
Ingredient tree mod?
Hello, is there a mod which lets me see all ingredient for a specific item and amount that goes as deep as I want? For example: I want to know which and how much items I need for 100 green science packs. That would be 100 belts and 100 inserters. My factory already produces belts, so I dont want to ...