Search found 9 matches

by Radjack
Thu Dec 19, 2024 6:27 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.27] Crash loading save working in 2.0.23 "CargoStation.cpp(374): CargoStation::refreshCargoPodCapacity"
Replies: 6
Views: 746

Re: [2.0.27] Crash loading save working in 2.0.23 "CargoStation.cpp(374): CargoStation::refreshCargoPodCapacity"

Ah, I see. I did wonder if that might have been the case given the rather unusual circumstance of the original bug. Thanks for confirming that for me.
by Radjack
Thu Dec 19, 2024 11:37 am
Forum: Resolved Problems and Bugs
Topic: [2.0.27] Crash loading save working in 2.0.23 "CargoStation.cpp(374): CargoStation::refreshCargoPodCapacity"
Replies: 6
Views: 746

[2.0.27] Crash loading save working in 2.0.23 "CargoStation.cpp(374): CargoStation::refreshCargoPodCapacity"

I previously reported a crash with this save here , while that was marked as resolved when I attempted to load the save again, the save crashed again but with a different error log.

I saw that a crash in this function had already been reported here so I waited for 2.0.27 to test again.

The save is ...
by Radjack
Thu Dec 05, 2024 6:16 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.24] Crash loading save working in 2.0.23 "CargoStation.cpp:302: hatch was not true"
Replies: 4
Views: 1158

Re: [Klonan] [2.0.24] Crash upon loading a save that works with 2.0.23

Has been a little while since I set that experiment up, but if I remember correctly I think I fast replaced the Space Platform Hub with a Rare quality one after creating it by clicking the "+ Add space Platform" and not changing the quality of the starter pack used and then the "Create" button that ...
by Radjack
Thu Dec 05, 2024 5:38 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.24] Crash loading save working in 2.0.23 "CargoStation.cpp:302: hatch was not true"
Replies: 4
Views: 1158

[Klonan] [2.0.24] Crash loading save working in 2.0.23 "CargoStation.cpp:302: hatch was not true"

Steps to Replicate:
1) Load the "Space Age Editor Stress Testing" save attached.

I have also attached the current log and the generated dump file.

The crash occurs whether the additional mods are present in the save or not; I saved a version without the mods on my non-steam 2.0.23 installation ...
by Radjack
Wed Oct 23, 2024 5:16 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [2.0.9] Crash when debugging lua code using FMTK during an exception (GameStateAdapter::getCursorRecordID)
Replies: 1
Views: 1043

[Genhis] [2.0.9] Crash when debugging lua code using FMTK during an exception (GameStateAdapter::getCursorRecordID)

This occured when I have launched Factorio in Instrument Mode with FMTK through Visual Stuido Code to debug an exception in the Jetpack mod.

The setup is this: Have a character using a Jetpack on Vulcanus, then open Remote View to look at Nauvis. Press the J key to cause the Jetpack mod to switch ...
by Radjack
Thu Oct 17, 2024 7:40 pm
Forum: Modding interface requests
Topic: [2.0] Add support for mods to mark themselves as incompatible with specific feature flags
Replies: 8
Views: 1087

[2.0] Add support for mods to mark themselves as incompatible with specific feature flags

TL;DR
Mods might wish to opt out of supporting certain feature flags, this would give them a method to do so.

What ?
It would be nice to be able to mark a mod as incompatible with a feature flag, automatically making it incompatible with mods that activate that feature flag. As an example a ...
by Radjack
Fri Sep 08, 2023 2:02 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 254209

Re: Friday Facts #375 - Quality


It's awful, this is factorio, not some shooter with equipment rarity. If I cannot disable this """""""feature""""""" entirely, I will not buy the expansion.


You appear to have missed the fact that Quality is entirely optional and there is no need to ever make a higher Quality item. They even ...
by Radjack
Fri Sep 08, 2023 11:49 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 254209

Re: Friday Facts #375 - Quality

Actually, I have another question as well. With Productivity being capped to 300%, does that mean Mining Productivity is capped as well? Or is there a little bit of nuance that hasn't been discussed yet that means we still can get bigger productivity numbers on things that aren't making ...
by Radjack
Fri Sep 08, 2023 11:27 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 254209

Re: Friday Facts #375 - Quality

That looks awesome! One question I have since it's not explicitly stated: Is the Recycler is also gated to the Expansion since it's tied into the desire to recycle low Quality things?

Go to advanced search