Search found 65 matches
- Mon Mar 07, 2022 5:24 pm
- Forum: Not a bug
- Topic: [1.1.55] Server filters are reset on restart
- Replies: 7
- Views: 735
[1.1.55] Server filters are reset on restart
WHAT? recently the headless thingy got added as the 4th filter; However, when you exit-and-restart the game the filters are reset to ANY state (at least for me) 2022-03-07_f1.1.55__broken_filters.png Same goes for the sort-by-column thing that gets reset to by-name... other half-on-topic stuff imo,...
- Sat Mar 05, 2022 11:13 pm
- Forum: Resolved Problems and Bugs
- Topic: using cheat command softlocks the game
- Replies: 6
- Views: 855
Re: using cheat command softlocks the game
REPRO POSITIVE linux build on 1.1.53 softlocks [ v ] steps to rep: LOCK! new game no mods; prob a host-new-mp one as usual; /sc script.on_event(defines.events.on_research_finished, function(event) game.set_game_state { game_finished = true, player_won = true, can_continue = true, victorious_force =...
- Sat Mar 05, 2022 10:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.55] Crash with deconstruction order by backwards smart-dragging cross-force
- Replies: 3
- Views: 835
Re: [1.1.55] Crash with deconstruction order by backwards smart-dragging cross-force
edit: they are the same vids provided in the opening post; I just missed them there;
small pocs vids
- Wed Feb 16, 2022 1:22 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.53] race click on scenario-closed bp-lib gui: crashes client if latency>0.
- Replies: 1
- Views: 666
[1.1.53] race click on scenario-closed bp-lib gui: crashes client if latency>0.
[1.1.53] race click on scenario-closed bp-lib gui crashes client with latency>0. Hello, me again. Blueprints crashing the engine again. With latency. Deja vu, have I seen that stacktrace before... :> ((I shall update this with steps/mwe/lua stuff in a moment, pls bear with me, *life* is happening :>...
- Tue Feb 01, 2022 4:52 am
- Forum: Not a bug
- Topic: [1.1.53] Graphics bug with electronic circuits and advanced circuits when on a transport belt
- Replies: 5
- Views: 526
Re: [1.1.53] Graphics bug with electronic circuits and advanced circuits when on a transport belt
Greetings; GUESS: ZOOMING ISSUE, NOT A BUG; (alias moire) While I do not posses the utmost knowledge on the internals, this looks a lot more like a zooming artifact to me. Consider zooming in and out? Does it follow the pattern only for the specific zoom? If so, it is a famous anti-aliasing artifact...
- Thu Nov 04, 2021 10:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Tobias][1.1.42] All GUIs becomes unresponsive after cutscene with Tips-And-Tricks open
- Replies: 3
- Views: 1071
Re: [1.1.42] All GUIs becomes unresponsive after cutscene with Tips-And-Tricks open
(full read w/ spoiler est. 3 min) A tiny bit more info First hand details: ... Here, "unresponsive" actually means: [x] in the corner still has the "esc/e to close" caption on mouseover. However ESC actually brings the usual Resume-settings-etc menu, which does nothing . BTW, u a...
- Wed Oct 20, 2021 10:46 pm
- Forum: Duplicates
- Topic: [1.1.42] Gui search (including fuzzy) should rather not depend on the UpperCase in locales
- Replies: 1
- Views: 326
[1.1.42] Gui search (including fuzzy) should rather not depend on the UpperCase in locales
It has been reported to me a number of times that neither a search for the technology-name nor a search for an item-name (with ctrl-F) would succeed on these conditions: The name of the technology/item starts with a capital letter (-P-istol, -S-tone wall (tech)). The user tries to input lowercased n...
- Wed Oct 20, 2021 10:06 pm
- Forum: Not a bug
- Topic: [1.1.42] Unable to manually repair friendly unit type entities with repair kit
- Replies: 4
- Views: 836
Re: [1.1.42] Unable to manually repair friendly unit type entities with repair kit
Proposed label: NOT A BUG. Reasoning: The screen provided shows a player inside a vehicle. However, Neither being inside a car nor being inside a spider allows you to use repair packs by hand. You can try this with any damaged item being inside a car at any recent version. The bots however can (and ...
- Sun Sep 26, 2021 2:25 pm
- Forum: Pending
- Topic: [1.1.41] Crashes randomly when playing
- Replies: 2
- Views: 520
Re: [1.1.41] Crashes randomly when playing
to my knowledge the thing like that can happen if you exceed your available ram; i.e. I suspect a silent OOM killer. Mods number, pagefile size, suspect ram texture streaming; thus may be the case. Not sure why does it not go off the grid right at the startup, but maybe the "other" system ...
- Sun Sep 26, 2021 1:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.41] "Death" and "Game paused" notice together look bad
- Replies: 1
- Views: 2005
[Klonan] [1.1.41] "Death" and "Game paused" notice together look bad
fat boi made gui go brr what happens : the "me died" window gets disfigured under the nukey pressure. fat_boi_made_gui_go_brrr-fs8.png what was expected : text stays the same place (does not flip) the outer border may go as it pleases but the inner border follows suite and goes as the same...
- Fri Sep 24, 2021 10:50 pm
- Forum: Not a bug
- Topic: [1.1.39] Server without players not paused while catching up
- Replies: 3
- Views: 804
Re: [1.1.39] Server without players not paused while catching up
hello,
can you pls check how often the rcon "usually" goes for the server?
I want to cross-check if this one is related again yet another time.
(i.e. I expect something like this)
can you pls check how often the rcon "usually" goes for the server?
I want to cross-check if this one is related again yet another time.
(i.e. I expect something like this)
webm
(to be the reason underneath)- Fri Sep 24, 2021 10:40 pm
- Forum: Not a bug
- Topic: [1.1.41] you wanted friction-slowed cars? We've got warp drives.
- Replies: 1
- Views: 462
[1.1.41] you wanted friction-slowed cars? We've got warp drives.
Greetings. WeIrd behav for control stage car's prop friction_modifier for range > 1 doc: https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.friction_modifier 0.5 works fine, except you have no feasible breaks. Well, who cares about brakes when you cruise in a car at 420km/h+ ... Expected: ...
- Sun Sep 19, 2021 9:20 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.39] Unnecessary files in the headless server release
- Replies: 1
- Views: 641
[1.1.39] Unnecessary files in the headless server release
Greetings! I've looked at headless /data folders recently only to find "garbage" files. Pls forward this to your "build" team if any. I am perfectly okay with __data__/base/menu-simulations/ these take 4 mb (small) and since headless has a perfect --help menu to showcase them at,...
- Mon Jul 26, 2021 8:14 am
- Forum: Technical Help
- Topic: When continue hosting on linux/mac autoenable pause-less save featue
- Replies: 2
- Views: 591
Re: When continue hosting on linux/mac autoenable pause-less save featue
1) there is a hidden option for the very this thing already 1) first make a backup of your desktop kappa. just a config.ini backup prob fine if you want to touch some other params. 2) go to the main menu (the one with SP/MP/continue options) 3) hold ctrl+alt and click settings button. 4) the bottom ...
- Mon Jul 26, 2021 3:49 am
- Forum: Modding interface requests
- Topic: Allow force color to be locked/set
- Replies: 3
- Views: 1142
Re: Allow force color to be locked/set
You know what? I've made you a full proof-of-concept example on how to color turrets. [edit:] With the current lua only, by populating dummy forces with dummy "core" players. [/edit] It does not include the framework on how to deal with them further... but... You'll be fine. Here's the 3 m...
- Sun Jul 25, 2021 7:18 pm
- Forum: Modding interface requests
- Topic: [fixme] add the rest map-view-settings controlls to lua
- Replies: 0
- Views: 353
[fixme] add the rest map-view-settings controlls to lua
You see, there is a game-view-settings (like disable minimap overlay, disable slots hotbar, disable science progress bar overlay and the like), one of them is `show_map_view_options` It basically allows you to disable this little block more_map_controls_to_lua.png (the one in the map-view opened) TH...
- Sun Jul 25, 2021 6:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [1.1.36] Crash after turning on cache-prototype-data and disable-prototype-history...?
- Replies: 6
- Views: 4482
Re: [Rseding] [1.1.36] Crash after turning on cache-prototype-data and disable-prototype-history...?
same thing with `--disable-prototype-history` flag for the full gui client linux build. I had to edit out this one from args for some of starter scripts by hand... reeeee :> Can confirm this crashes with about the same tutorial thing and sigsev on the very start each and every time. I have cache-pro...
- Thu Jul 22, 2021 1:21 pm
- Forum: Modding interface requests
- Topic: Allow force color to be locked/set
- Replies: 3
- Views: 1142
Re: Allow force color to be locked/set
+1 force.default_color to have rw state we could use to set colors of turrets, and the like. OR, better yet, a color attribute to a all the turrets :> If nil default to the "force color". This alone would allow this kind of stuff to go for groups of "discovered" turrets. here, I ...
- Thu Jul 22, 2021 12:14 pm
- Forum: Modding interface requests
- Topic: on_ticks_played event
- Replies: 9
- Views: 1546
Re: on_ticks_played event
Bump. I also somehow need this. And I also want the ability to have the state to be perma-paused, not the way it works right now with either gui-pause (aaaa, reeeee) or tick_paused. Well, as a workaround: I "fixed" it as a side effect of having rcon poll the server ~60 times per sec. When ...
- Sun Jul 18, 2021 8:37 am
- Forum: Resolved Problems and Bugs
- Topic: [Posila] [1.1.36] Starting message dialog is darkened in the Sandbox scenario
- Replies: 4
- Views: 1450
Re: [1.1.36] Starting message dialog is darkened in the Sandbox scenario
While I played with it, I found a "bug" with that that is even more fun though! Go to map view, scroll to world view, move aside from the "player" position (like west something) and then summon that message being in the zoomed-to-world-view. For me it would stick to the side of t...