Search found 278 matches
- Sun Jan 03, 2021 8:37 pm
- Forum: Modding interface requests
- Topic: Trees shouldn't regenerate health from 0
- Replies: 5
- Views: 1541
Re: Trees shouldn't regenerate health from 0
This arose as a work around for this other bug: https://forums.factorio.com/viewtopic.php?f=7&t=93880 Basically I have a modded mine that makes everything in its radius inactive and indestructible. But other biters that were trying to path through these would often start attacking trees or playe...
- Sun Jan 03, 2021 8:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.6] Biters trying to path through indestructible entities attack them
- Replies: 3
- Views: 2940
Re: [1.1.6] Biters trying to path through indestructible entities attack them
Sorry I was quickly logging this as I came across a note I made when making a mod ages ago. I had assumed it was more common than it turns out. The attached save reproduces the issue: aaa3.zip The issue seems to be if the biter is already attacking the entity and then the entity becomes indestructib...
- Sun Jan 03, 2021 6:23 pm
- Forum: Modding interface requests
- Topic: Trees shouldn't regenerate health from 0
- Replies: 5
- Views: 1541
Trees shouldn't regenerate health from 0
If you set a tree's health to 0 to make it indestructible and can not be attacked, it will slowly regenerate health from 0. 0 would seem to have a special significance given it impacts biters and its not a reachable state in normal scenarios without the tree dieing. So I don't believe health should ...
- Sun Jan 03, 2021 3:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.6] Biters trying to path through indestructible entities attack them
- Replies: 3
- Views: 2940
[Oxyd] [1.1.6] Biters trying to path through indestructible entities attack them
Below indestructible is: LuaEntity.destructible = false When biters try to path through indestructible entities they attack them, despite being able to do no damage. I believe the pathing biters are expected to treat an indestructible entity the same as an entity with its health set to 0 and know to...
- Sun Jan 03, 2021 3:34 pm
- Forum: Not a bug
- Topic: [1.1.6] Trees regenerate health from 0
- Replies: 1
- Views: 778
[1.1.6] Trees regenerate health from 0
If you set a tree's health to 0 to make it indestructible and can not be attacked, it will slowly regenerate health from 0. 0 would seem to have a special significance given it impacts biters and its not a reachable state in normal scenarios without the tree dieing. So I don't believe health should ...
- Mon Dec 28, 2020 7:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.6] Crash connecting custom rail signal via circuit wire (DrawQueue::draw)
- Replies: 1
- Views: 1696
[Rseding91] [1.1.6] Crash connecting custom rail signal via circuit wire (DrawQueue::draw)
I get a crash when connecting 2 custom rail signals with a circuit wire. I believe it is due to the rail signal only having 1 animation direction and 1 circuit_wire_connection_points and circuit_connector_sprites entry. It only seems to happen on East/West rail signals and not North South rail signa...
- Wed Nov 04, 2020 10:14 pm
- Forum: Not a bug
- Topic: [Rseding91] [1.0.0] Trivial-Smoke created via API ignores movement_slow_down_factor of 1
- Replies: 2
- Views: 935
[Rseding91] [1.0.0] Trivial-Smoke created via API ignores movement_slow_down_factor of 1
Trivial smoke generated via LuaSurface.create_trivial_smoke{} ignores the movement_slow_down_factor option when set to 1 in the trivial smoke prototype. This causes it to move around randomly. When this same trivial smoke is created via a trigger item it stays still. My test trivial smoke example co...
- Sun Oct 25, 2020 10:18 pm
- Forum: Assigned
- Topic: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
- Replies: 18
- Views: 8782
Re: [kovarex] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
The issue is the difference between a new BP being made and an existing BP having its contents re-selected. On a new BP being selected the on_player_setup_blueprint event can be traced through to the player.blueprint_to_setup.get_blueprint_entities() correctly. With player.blueprint_to_setup.valid_f...
- Sun Oct 25, 2020 7:01 pm
- Forum: Duplicates
- Topic: [1.0.0] Crash when loading save w/o mods, no error captured
- Replies: 10
- Views: 2099
Re: [1.0.0] Crash when loading save w/o mods, no error captured
Ah, that'd be why my searching around mod removal found nothing. Thanks for heads-up.
- Sun Oct 25, 2020 4:52 pm
- Forum: Duplicates
- Topic: [1.0.0] Crash when loading save w/o mods, no error captured
- Replies: 10
- Views: 2099
Re: [1.0.0] Crash loading save, no error captured
Yea that's exactly what it does in all other cases I've ever encountered in Factorio. It should run a migration and remove all modded prototypes and instances and then load the map. When Factorio ever errors it normally shows an error message and logs what went wrong. Standard error catching. So thi...
- Sun Oct 25, 2020 4:08 pm
- Forum: Duplicates
- Topic: [1.0.0] Crash when loading save w/o mods, no error captured
- Replies: 10
- Views: 2099
Re: [1.0.0] Crash loading save, no error captured
Yes syncing the mods to the save is how I confirmed it worked earlier today. Technically some of the mods are sync newer than the save, but it still loads fine.
Only when no mods and the save is loaded does it crash.
Only when no mods and the save is loaded does it crash.
- Sun Oct 25, 2020 4:06 pm
- Forum: Duplicates
- Topic: [1.0.0] Crash when loading save w/o mods, no error captured
- Replies: 10
- Views: 2099
Re: [1.0.0] Crash loading save, no error captured
The save is fine if loaded with all the mods. So no need for any extra effort thanks.
I only tried to remove the mods so I could test another mod against the map I'm general.
I only tried to remove the mods so I could test another mod against the map I'm general.
- Sun Oct 25, 2020 2:06 pm
- Forum: Duplicates
- Topic: [1.0.0] Crash when loading save w/o mods, no error captured
- Replies: 10
- Views: 2099
[1.0.0] Crash when loading save w/o mods, no error captured
Loading the below linked save without any of the mods it expects causes the game to crash/close. There is no error captured on screen or in the logs.
Save: https://www.dropbox.com/s/p7eyxzpmen0ju ... e.zip?dl=0
Log file attached.
No dump file is created.
Save: https://www.dropbox.com/s/p7eyxzpmen0ju ... e.zip?dl=0
Log file attached.
No dump file is created.
- Sat Oct 24, 2020 3:28 pm
- Forum: Assigned
- Topic: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
- Replies: 18
- Views: 8782
Re: [kovarex] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
This may be a silly question, but why doesn't the player.blueprint_to_setup object get reset to a readable state on the reselection of an area? As an area of the map has been selected to load the blueprint from, is it not just some blueprint data like name, icons, includes(?) are pre-populated compa...
- Sat Oct 03, 2020 7:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Crash loading save: "Active entities count doesn't match."
- Replies: 3
- Views: 1085
Re: [1.0.0] Crash loading save: "Active entities count doesn't match."
corrected save file: https://www.dropbox.com/s/esv4dtxht6fzw ... 2.zip?dl=0
sorry Dropbox didn't over write an old file with the same name. I assumed it would have, but didn't check for a conflict in fairness.
sorry Dropbox didn't over write an old file with the same name. I assumed it would have, but didn't check for a conflict in fairness.
- Sat Oct 03, 2020 12:38 pm
- Forum: Duplicates
- Topic: [1.0.0] Game crash on rail wagon collision
- Replies: 3
- Views: 874
Re: [1.0.0] Game crash on rail wagon collision
yea it looks the same type of circumstances and error message. Hard as I can't reproduce with my 1 stationary and 1 moving train.
sorry my search skills obviously failed.
sorry my search skills obviously failed.
- Sat Oct 03, 2020 12:14 pm
- Forum: Duplicates
- Topic: [1.0.0] Game crash on rail wagon collision
- Replies: 3
- Views: 874
[1.0.0] Game crash on rail wagon collision
The game crashed with the below error when a train crashed in to another train. Error Rail.cpp:164: this->state == RailConnectionDirection::None was not true I am using modded short trains. I loaded a test save game, placed a new train (3 wagons) in paused editor mode on a track a bit ahead of an ex...
- Fri Oct 02, 2020 9:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Crash loading save: "Active entities count doesn't match."
- Replies: 3
- Views: 1085
[1.0.0] Crash loading save: "Active entities count doesn't match."
When this save is loaded it crashes the game with: Active entities count doesn't match. Logs attached. Save: https://www.dropbox.com/s/9y48tem9nkfncx2/game%20crash.zip?dl=0 The mods can all be synced from the save as with the mod settings. That is how I got them for testing this issue originally. On...
- Sat Sep 19, 2020 11:18 am
- Forum: Texture Packs
- Topic: [Request] Double ended Train Unit Graphics
- Replies: 1
- Views: 2640
Re: [Request] Double ended Train Unit Graphics
In the future if someone is still interested in this please let me know. However, for now I am going to proceed with doing the graphics via sprite manipulation as the main mod is now initial feature complete.
- Mon Sep 07, 2020 4:01 pm
- Forum: Wiki Talk
- Topic: Console page - Tab usage
- Replies: 2
- Views: 1650
Re: Console page - Tab usage
seems the next best thing then. It looks to be a generic term, is googlable and on Wikipedia.intelligent code completion
https://en.wikipedia.org/wiki/Intellige ... completion