...have you considered making a compiler to check for type errors? I guess I accidentally have
Search found 48 matches
- Thu Mar 06, 2025 12:16 am
- Forum: Documentation Improvement Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 9
- Views: 849
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: 3010
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: 3010
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: 2074
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: 2074
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: 366
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: 366
[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: 148
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: 697
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: Documentation Improvement Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 9
- Views: 849
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: Documentation Improvement Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 9
- Views: 849
Re: [2.0.12] Unused (?) concepts in runtime docs, and other inconsistencies
- Fri Nov 22, 2024 5:33 am
- Forum: Documentation Improvement Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 9
- Views: 849
Re: [2.0.12] Unused (?) concepts in runtime docs, and other inconsistencies
- Thu Nov 14, 2024 1:23 am
- Forum: Documentation Improvement Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 9
- Views: 849
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: Documentation Improvement Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 9
- Views: 849
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: Documentation Improvement Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 9
- Views: 849
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"`.
- Tue Oct 29, 2024 2:57 am
- Forum: Documentation Improvement Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 9
- Views: 849
Re: [2.0.12] Unused (?) concepts in runtime docs
More:
defines.default_icon_size is empty and unused
In SoundPath's description, the last 2 "notes" have been removed. Compare with docs for v1.1.110
In FluidIdentification, ForceIdentification, TechnologyIdentification, "Identification" has been shortened to "ID", but not for SurfaceIdentification ...
defines.default_icon_size is empty and unused
In SoundPath's description, the last 2 "notes" have been removed. Compare with docs for v1.1.110
In FluidIdentification, ForceIdentification, TechnologyIdentification, "Identification" has been shortened to "ID", but not for SurfaceIdentification ...
- Tue Oct 29, 2024 2:49 am
- Forum: Documentation Improvement Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 9
- Views: 849
Problems and inconsistences in lua api docs
Hi Bilka & co, it's me again!
This has now evolved into a random list of things I've noticed are inconsistent or problematic in the lua-api docs.
Title has been updated to latest version where all these issues are still confirmed.
The following concepts don't seem to be referenced anywhere else ...
This has now evolved into a random list of things I've noticed are inconsistent or problematic in the lua-api docs.
Title has been updated to latest version where all these issues are still confirmed.
The following concepts don't seem to be referenced anywhere else ...
- Fri Oct 04, 2024 3:51 am
- Forum: Assigned
- Topic: [boskid][1.1.110] Blueprint crash with blueprint_position_relative_to_grid without snap_to_grid
- Replies: 0
- Views: 326
[boskid][1.1.110] Blueprint crash with blueprint_position_relative_to_grid without snap_to_grid
Given a blueprint LuaItemStack, with blueprint_snap_to_grid=nil but blueprint_position_relative_to_grid set:
- With a small blueprint, no entities are visible, and trying to place it gives "cannot build out of map".
- With a very large blueprint, the game crashes. Attached are the logs of such a ...
- With a small blueprint, no entities are visible, and trying to place it gives "cannot build out of map".
- With a very large blueprint, the game crashes. Attached are the logs of such a ...
- Sat Sep 21, 2024 5:39 am
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][1.1.107][Linux] Tiny Cursor through Wayland
- Replies: 14
- Views: 3270
Re: [raiguard][1.1.107][Linux] Tiny Cursor through Wayland
According to https://github.com/libsdl-org/SDL/issues/9250, SDL2 seems to have been fixed this on their end, but Factorio needs to update.
So... can we has not tiny cursor on wayland please?
So... can we has not tiny cursor on wayland please?
- Sat Jun 01, 2024 4:57 am
- Forum: Resolved Requests
- Topic: $ref($runtime, (name)) appears in documentation examples in v1.1.108
- Replies: 1
- Views: 409
$ref($runtime, (name)) appears in documentation examples in v1.1.108
Since v1.1.108 (version 5), $ref($runtime, (name)) appears the documentation for LuaBootstrap::on_event and LuaBootstrap::raise_event, in the "examples".
These look like there were meant to be links instead.
These look like there were meant to be links instead.