Search found 53 matches

by GlassBricks
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 ...
by GlassBricks
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 ...
by GlassBricks
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 ...
by GlassBricks
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 ...
by GlassBricks
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
by GlassBricks
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
by GlassBricks
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 ...
by GlassBricks
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?
by GlassBricks
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.
by GlassBricks
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.
by GlassBricks
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?
by GlassBricks
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
by GlassBricks
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 ...
by GlassBricks
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 ...
by GlassBricks
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")?
by GlassBricks
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

TechnologySlotStyleSpecification::drag_handle_style references EmptyWidgetStyle, which does not exist.
by GlassBricks
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

`SpacingItem` has fields with types `uint32_t` `int32_t`... did you mean uint/int?
by GlassBricks
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?
by GlassBricks
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
by GlassBricks
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"`.

Go to advanced search