Search found 20 matches
- Sun Jun 18, 2023 12:43 am
- Forum: Fixed for 2.0
- Topic: [1.1.85] Missing events when ghost getting replaced in some circumstances
- Replies: 1
- Views: 522
[1.1.85] Missing events when ghost getting replaced in some circumstances
I am working with a custom entity that used LuaEntity.tags to manage custom settings and see some inconsistencies to when events are or are not getting fired. It also seems like this has been a long discussed topic with several differing answers, and current behavior doesn't seem to consistantly mat...
- Wed May 24, 2023 4:44 pm
- Forum: 1 / 0 magic
- Topic: [1.1.82] Crash in lua
- Replies: 3
- Views: 972
Re: [1.1.82] Crash in lua
I have several hours (and auto-saves) hosting the game on another service without issue. As you suggested, I think the hosting service may have been having issues. Thanks for the analysys of the dump, and sorry for the goose chase.
-Kryo
-Kryo
- Tue May 23, 2023 2:32 pm
- Forum: 1 / 0 magic
- Topic: [1.1.82] Crash in lua
- Replies: 3
- Views: 972
Re: [1.1.82] Crash in lua
You may be right. I was just seting up GTX to give them a try. Didn't capture the first crash. In the 24 hrs since then I have have had a few _different_ issues. I'll load this back up on a different service and see what happens.
- Mon May 22, 2023 9:01 pm
- Forum: 1 / 0 magic
- Topic: [1.1.82] Crash in lua
- Replies: 3
- Views: 972
[1.1.82] Crash in lua
On a dedicated server (Windows 10 - GTX Gaming) Running 1.1.82 with several mods (K2 SE and several others). I've had a couple of crashes this morning immediately after an auto-save. The most recent logs and dump file are attached. Not sure what other information is needed. Exerpt from log file 2228...
- Tue Oct 26, 2021 2:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.43] Error Util.cpp:83: double value not in range for fixed point number
- Replies: 6
- Views: 3891
Re: [1.1.43] Error Util.cpp:83: double value not in range for fixed point number
Yeah.. was doing exactly that.. I think I've narrowed it down to a single mod: (Edited: More likely just a consistent / reliable trigger) Companion_Drones Starting a new game with all default settings and only this mod causes the error. Removing this mod from the game and leaving my entire list allo...
- Tue Oct 26, 2021 1:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.43] Error Util.cpp:83: double value not in range for fixed point number
- Replies: 6
- Views: 3891
[1.1.43] Error Util.cpp:83: double value not in range for fixed point number
When starting up (starting a new game, or an existing save) it crashes on load of the game with:
"2406.267 Error Util.cpp:83: double value not in range for fixed point number"
I have a long list of mods loaded, I'll start seeing if I can narrow it down to a specific one, or set.
"2406.267 Error Util.cpp:83: double value not in range for fixed point number"
I have a long list of mods loaded, I'll start seeing if I can narrow it down to a specific one, or set.
- Wed Oct 20, 2021 6:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.24] choose-elem-button missing some signals
- Replies: 4
- Views: 2753
Re: [0.18.24] choose-elem-button missing some signals
- Wed Oct 20, 2021 6:05 pm
- Forum: Modding interface requests
- Topic: API: Add PrototypeFilter for type="signal"
- Replies: 3
- Views: 2021
API: Add PrototypeFilter for type="signal"
TL;DR; Desire to filter / limit the signals presented by the "choose-elem-button" LuaGuiElement type. Specifically in the case of implementing an extension to a constant combinator (e.g. https://mods.factorio.com/mod/LTN_Combinator_Modernized ) the special signals (signal-each, signal-anyt...
- Wed Oct 20, 2021 5:04 pm
- Forum: Ideas and Suggestions
- Topic: Constant combinator improvment
- Replies: 13
- Views: 2849
Re: Constant combinator improvment
I'm sorry if this is too self promoty... I don't know if you're using LTN or not, but LTN Combinator Modernized has _some_ of what you're looking for. While it is mostly intended for use with LTN, it can be used as a stand alone constant combinator. https://mods.factorio.com/mod/LTN_Combinator_Moder...
- Sun Sep 12, 2021 2:19 pm
- Forum: Ideas and Suggestions
- Topic: Filter fuel input
- Replies: 1
- Views: 624
Filter fuel input
TL;DR Ability to place a filter on the input of fuel to furnaces. Primarily to inhibit consuming recipe ingredients that have a fuel value as fuel. What ? As added reference https://forums.factorio.com/viewtopic.php?p=552365#p552365 In addition to the fix done here, it would also be nice to have a ...
- Sun Jul 25, 2021 12:27 am
- Forum: Modding interface requests
- Topic: on_fast_replace event please
- Replies: 5
- Views: 1557
Re: on_fast_replace event please
Just running into a desire to have this as well. Particularly when dealing with custom / compound entities that don't have settings to "keep in place". Need to inspect the current situation and record state to apply to the newly placed entity(ies). I also noticed that robots do not fire on...
- Tue May 25, 2021 4:54 am
- Forum: Pending
- Topic: [kovarex] [1.1.34] Desync when copying BP with missing modded entities
- Replies: 1
- Views: 1178
[kovarex] [1.1.34] Desync when copying BP with missing modded entities
There are a few conditions that set this up. Save game was created pre-1.1.34 (I used 1.1.33 for the repro) BP was created with a modded entity pre-1.1.34. (again, created in 1.1.33) The mods here are Inlaid Lamps Extended and Bob's Logistics Must be multi-player. I could not reproduce in single-pla...
- Wed Jan 13, 2021 2:39 pm
- Forum: Logistic Train Network
- Topic: [0.17/0.18] LTN Combinator
- Replies: 104
- Views: 58935
Re: [0.17/0.18] LTN Combinator
Based on Dockmeister's original.
Works in 1.1, and the ui has been rewritten to a more current look.
https://mods.factorio.com/mod/LTN_Combinator_Modernized
Works in 1.1, and the ui has been rewritten to a more current look.
https://mods.factorio.com/mod/LTN_Combinator_Modernized
- Fri Sep 11, 2020 11:03 pm
- Forum: Outdated/Not implemented
- Topic: Electric network cable connections saved in the blueprint
- Replies: 47
- Views: 20214
Re: Electric network cable connections saved in the blueprint
Yes, this particular construct can be adjusted to get around the poor UX design, but that isn't the point. There are multiple properties to consider, effective power supply area, distance connected.. If the next hop was 30 tiles away, the need for big pole is evident. Using small poles for the enti...
- Fri Sep 04, 2020 8:38 pm
- Forum: Outdated/Not implemented
- Topic: Electric network cable connections saved in the blueprint
- Replies: 47
- Views: 20214
Re: Electric network cable connections saved in the blueprint
Consider this construct. Here, a steam power source is only desired if the accumulator charge is low. This is common to save fuel resources and depend on solar when you can and accomplished by using a power switch. The BP saves the sate of connection to the power switch, but bridges across it when ...
- Fri Sep 04, 2020 7:12 pm
- Forum: Outdated/Not implemented
- Topic: Electric network cable connections saved in the blueprint
- Replies: 47
- Views: 20214
Re: Electric network cable connections saved in the blueprint
I don't know if this is over simplifying, but it seems like the distinction would have to do with the relationship of the pole to the blueprint. The connection state between all poles contained in the blueprint are remembered. If the print is laid down in an isolated area with no other poles around,...
- Mon Aug 31, 2020 9:57 pm
- Forum: Pending
- Topic: I lost a large blueprint book due to bug
- Replies: 9
- Views: 2959
Re: I lost a large blueprint book due to bug
Yeah, the BP library revamp, while awesome in general, introduced some VERY surprising behavior changes. Yes, it used to work in a way that clicking a book with a BP on your cursor would add the BP to the book. Now it swaps places with the book. I too lost an extensive book. I picked one up from &qu...
- Tue Jun 30, 2020 12:24 am
- Forum: Energy Production
- Topic: Kovarex - autostart, any modules, 40pcs cycle, 12beacons per machine, all the bells and whistles (update for 18.x)
- Replies: 16
- Views: 8418
Re: Kovarex - autostart, any modules, 40pcs cycle, 12beacons per machine, all the bells and whistles (update for 18.x)
It does do auto start at 40 235s, stores the 328 for enrichment and fuel rod creation. I do use circuits to calculate the inserter stack size on the catalyst moves. This allows for using full stack sizes and factors of 40 are not a problem. I'd be interested to hear anyone's thoughts Your design is...
- Sat Jun 27, 2020 1:39 pm
- Forum: Energy Production
- Topic: Kovarex - Auto start, multi-batch, expand-able, beacon-ready, integrated fuel cells, full inserter stack size
- Replies: 0
- Views: 1487
Kovarex - Auto start, multi-batch, expand-able, beacon-ready, integrated fuel cells, full inserter stack size
Refined a prototype I setup and posted in another thread (https://forums.factorio.com/viewtopic.php?f=208&t=84120). It is now expandable by tiling. Bring in a feed of mixed output from your Uranium ore processing, a belt of Iron plate and it will produce Uranium Fuel Cells. 1. Used a constant co...
- Fri Jun 26, 2020 9:32 pm
- Forum: Energy Production
- Topic: Kovarex - autostart, any modules, 40pcs cycle, 12beacons per machine, all the bells and whistles (update for 18.x)
- Replies: 16
- Views: 8418
Re: Kovarex - autostart, any modules, 40pcs cycle, 12beacons per machine, all the bells and whistles (update for 18.x)
Edit: Reposted this to a new topic. https://forums.factorio.com/viewtopic.php?f=208&t=86382 I took a stab at a Kovarex and fuel rod setup... then I found these. I don't have any beacons or mods going, but I'm sure they can be added. It does do auto start at 40 235s, stores the 328 for enrichment...