Search found 53 matches
- Tue Apr 22, 2025 8:01 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 227
- Views: 66878
Re: Version 2.0.45
Problem solved:
https://mods.factorio.com/mod/cheevos_base
https://mods.factorio.com/mod/cheevos_spage
Problem not quite fully "solved":
As a note, a potential mod to revert to pre-.45 behavior won't be simple.
Removing allowed_without_fight allows you to set map generation to anything ...
- Fri Apr 18, 2025 12:32 am
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 227
- Views: 66878
Re: Version 2.0.45
I see one main reason for the disapproval of the achievement is how sudden and arbitrary it feels: the biter achievement behavior has previously existed for nearly 10 years now, all through 1.0 and 1.1, and 6 months into space age; this behavior is even listed on the wiki. Then, it's suddenly ...
- Fri Apr 18, 2025 12:29 am
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 227
- Views: 66878
Re: Version 2.0.45
Adding to the "fix it with a mod" idea, speaking as a speedrun.com admin and one of the main contributes to 1.1 100% blueprints: I'm not sure that people would want to do runs with a mod. Having to run with that feels quite contrived. The same can be said of an "88%" category that excludes the biter ...
- Thu Apr 17, 2025 11:40 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 227
- Views: 66878
Re: Version 2.0.45
As a note, a potential mod to revert to pre-.45 behavior won't be simple.
Removing allowed_without_fight allows you to set map generation to anything including more favorable map settings than before (e.g. biter nest size <100%).
So such a mod may be possible, but would require re-implementing the ...
Removing allowed_without_fight allows you to set map generation to anything including more favorable map settings than before (e.g. biter nest size <100%).
So such a mod may be possible, but would require re-implementing the ...
- Sat Apr 12, 2025 12:56 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.44] Signals in Single combinator can no longer over or underflow
- Replies: 14
- Views: 3033
Re: [2.0.44] Signals in Single combinator can no longer over or underflow
If this is intended behavior and not a bug... I think it should be at least announced in the changelog.
Cuz this just broke a whole bunch of stuff
Cuz this just broke a whole bunch of stuff
- Thu Mar 06, 2025 12:16 am
- Forum: Resolved Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 10
- Views: 1415
Re: [2.0.21] Problems and inconsistences in lua api docs
[2.0.39] the newly LuaSchedule::get_records, set_records, and clear_records have parameters of type "uint: interrupt_index" instead of "interrupt_index: uint".
...have you considered making a compiler to check for type errors? I guess I accidentally have
...have you considered making a compiler to check for type errors? I guess I accidentally have
- Thu Mar 06, 2025 12:13 am
- Forum: Won't fix.
- Topic: productivity exploit +100%
- Replies: 18
- Views: 4843
Re: productivity exploit +100%
- only give bonus items once main item is complete.
Also possible fix: Count the ingredients as consumed for the current crafting cycle, whenever a bonus productivity item is created.
- doesn't give back item when cancel recipe like before (that could hurt player)
But please please don't ...
- Sun Mar 02, 2025 9:48 am
- Forum: Won't fix.
- Topic: productivity exploit +100%
- Replies: 18
- Views: 4843
Re: productivity exploit +100%
It requires manual input, but is possible to parallelize:
If this ends up _not_ getting fixed, factorio speedrunning may end up no longer "glitchless". Which may be an interesting world to live in?
If this ends up _not_ getting fixed, factorio speedrunning may end up no longer "glitchless". Which may be an interesting world to live in?
- Fri Feb 21, 2025 5:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doesn't
- Replies: 10
- Views: 2766
Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe
Thanks for the fix!
Not sure those 2 saves are based on the same version. I think I loaded an old game version and copied blueprints to a new save to continue.
In any case there weren't any issues loading the saves until updating to the new version.
Not sure those 2 saves are based on the same version. I think I loaded an old game version and copied blueprints to a new save to continue.
In any case there weren't any issues loading the saves until updating to the new version.
- Fri Feb 21, 2025 1:42 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doesn't
- Replies: 10
- Views: 2766
Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe
Narrator: it was, in fact, not fixed in 2.0.35.
(Or maybe the save was already doomed to fail in 2.0.34?)
Save file and log attached.
(Or maybe the save was already doomed to fail in 2.0.34?)
Save file and log attached.
- Fri Feb 07, 2025 2:04 am
- Forum: Duplicates
- Topic: [StrangePan][2.0.34] Crash loading 2.0.33 save "Minimally-active segmented units count doesn't match."
- Replies: 2
- Views: 559
Re: [2.0.34] and [2.0.33] Crash loading 2.0.33 save "Minimally-active segmented units count doesn't match."
update... the same error seems to occur when loading the save in 2.0.33, when adding a new mod.
This might point to it being in the migration logic somewhere?
This might point to it being in the migration logic somewhere?
- Fri Feb 07, 2025 1:25 am
- Forum: Duplicates
- Topic: [StrangePan][2.0.34] Crash loading 2.0.33 save "Minimally-active segmented units count doesn't match."
- Replies: 2
- Views: 559
[StrangePan][2.0.34] Crash loading 2.0.33 save "Minimally-active segmented units count doesn't match."
After updating to 0.34, get a crash loading a 0.33 save.
Crash message indicates this might be because I was doing demolisher shenanigans in editor mode (deleted some naturally spawning ones, added then deleted more).
Log and save are attached.
Edit: attached the correct log file this time
Crash message indicates this might be because I was doing demolisher shenanigans in editor mode (deleted some naturally spawning ones, added then deleted more).
Log and save are attached.
Edit: attached the correct log file this time
- Tue Jan 14, 2025 6:41 pm
- Forum: Ideas and Suggestions
- Topic: Add command-line option to start a replay
- Replies: 0
- Views: 238
Add command-line option to start a replay
What?
We wish for a command-line option to start a replay, e.g. `--load-replay FILE`.
Why?
In speedrun.com administration, we often check replays submitted with a runs. This involves inserting a script into the control.lua of the save, which logs certain events, then running the replay. We ...
We wish for a command-line option to start a replay, e.g. `--load-replay FILE`.
Why?
In speedrun.com administration, we often check replays submitted with a runs. This involves inserting a script into the control.lua of the save, which logs certain events, then running the replay. We ...
- Sun Dec 15, 2024 8:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.24] Crash saving, ItemRequestProxy check fails (ItemRequestProxy::save)
- Replies: 3
- Views: 1053
Re: [2.0.24] Crash saving, ItemRequestProxy check fails (ItemRequestProxy::save)
I've narrowed it down a bit more:
- Load the save without mods
- .destroy() train shown in the youtube video
/c game.player.selected.destroy()
- Try to save game -- crash
Removing the item request before destroying the train avoids the crash (as suggested by the logs saying stuff with item ...
- Load the save without mods
- .destroy() train shown in the youtube video
/c game.player.selected.destroy()
- Try to save game -- crash
Removing the item request before destroying the train avoids the crash (as suggested by the logs saying stuff with item ...
- Sat Dec 07, 2024 5:23 pm
- Forum: Resolved Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 10
- Views: 1415
Re: [2.0.21] Problems and inconsistences in lua api docs
[2.0.24]
TriggerEffect has "DamageEntityTriggerEffectItem" as a union member, but that type no longer exists (did you mean "DamagerTriggerEffectItem")?
TriggerEffect has "DamageEntityTriggerEffectItem" as a union member, but that type no longer exists (did you mean "DamagerTriggerEffectItem")?
- Fri Nov 22, 2024 5:34 am
- Forum: Resolved Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 10
- Views: 1415
Re: [2.0.12] Unused (?) concepts in runtime docs, and other inconsistencies
- Fri Nov 22, 2024 5:33 am
- Forum: Resolved Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 10
- Views: 1415
Re: [2.0.12] Unused (?) concepts in runtime docs, and other inconsistencies
- Thu Nov 14, 2024 1:23 am
- Forum: Resolved Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 10
- Views: 1415
Re: [2.0.12] Unused (?) concepts in runtime docs, and other inconsistencies
[2.0.17] LuaControl set_driving takes parameters of type "bool", they should be "boolean"?
There's also a typo in that method's description. Spell checker?
There's also a typo in that method's description. Spell checker?
- Wed Nov 06, 2024 12:42 am
- Forum: Resolved Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 10
- Views: 1415
Re: [2.0.12] Unused (?) concepts in runtime docs, and other inconsistencies
[2.0.15] PipeConnectionDefinition::linked_connection_id has type uint32. But uint32 doesn't exist, it should be just uint
- Wed Oct 30, 2024 1:18 am
- Forum: Resolved Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 10
- Views: 1415
Re: [2.0.12] Unused (?) concepts in runtime docs, and other inconsistencies
LuaPostEntityDiedEventFilter::type is specified to only be "ghost", but the variant parameter imply that type can also be `"type"`.