Search found 285 matches
- Mon Nov 02, 2020 2:33 pm
- Forum: Minor issues
- Topic: [twinsen] [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
- Replies: 16
- Views: 1221
Re: [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
In practice, I don't really see the current implementation causing problems that can't be worked around(in the most common use cases). The big one i see is that it seems like it would be impossible to host a game that's accessible to both ipv4-only and ipv6-only clients, if the server is only bindi...
- Fri Oct 30, 2020 4:31 am
- Forum: Minor issues
- Topic: [twinsen] [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
- Replies: 16
- Views: 1221
Re: [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
I'd be interested to see how other software handles it. Every piece of game software i've seen requires you give it the host IP address for it to bind to. Or it just hosts through steam networking which then falls back to steam to do it. Most software i've interacted with defaults to binding to all...
- Fri Oct 30, 2020 3:42 am
- Forum: Already exists
- Topic: Remove "Elapsed:"+"ms" from LuaProfiler printout
- Replies: 6
- Views: 348
Re: Remove "Elapsed:"+"ms" from LuaProfiler printout
Also for future readers: if you're using my profiler tool in vscode you'll need to keep a single : before the time so that i can parse it correctly, since i assume default locale If you assume missing colons may be a problem, why don't you match the input against ":*"? it's part of a larg...
- Fri Oct 30, 2020 1:55 am
- Forum: Already exists
- Topic: Remove "Elapsed:"+"ms" from LuaProfiler printout
- Replies: 6
- Views: 348
Re: Remove "Elapsed:"+"ms" from LuaProfiler printout
Also for future readers: if you're using my profiler tool in vscode you'll need to keep a single : before the time so that i can parse it correctly, since i assume default localeeradicator wrote: ↑Thu Oct 22, 2020 11:16 pm[snip]
For future readers:Code: Select all
[lua-profiler] elapsed=Elapsed: __1__ms duration=Duration: __1__ms
- Sat Aug 01, 2020 2:07 pm
- Forum: Modding interface requests
- Topic: Localization for error()
- Replies: 3
- Views: 297
Re: Localization for error()
error(LocalisedString) already works as far as i know, it was a part of my old hack for translating things in the debugger before localised_print!
Edit: just tested, apparently it's only translated in control, wonder how i never noticed that!
Edit: just tested, apparently it's only translated in control, wonder how i never noticed that!
- Thu Jul 30, 2020 4:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.38] LuaInventory.insert() broken on full blueprint-book
- Replies: 1
- Views: 313
[0.18.38] LuaInventory.insert() broken on full blueprint-book
/c game.player.cursor_stack.set_stack('blueprint-book') game.player.cursor_stack.get_inventory(defines.inventory.item_main).insert('blueprint') produces an empty book, rather than the expected book with one print. Inserting does appear to work when there is already a print in the book and there are...
- Wed Jul 29, 2020 12:24 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal Upload API Docs (for VSCode Extension)
- Replies: 7
- Views: 519
Re: Mod Portal Upload API Docs (for VSCode Extension)
minor update: the captcha now seems to not appear on at least the first attempt so if your creds are good tools work again!
- Fri Jul 24, 2020 1:29 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal Upload API Docs (for VSCode Extension)
- Replies: 7
- Views: 519
Re: Mod Portal Upload API Docs (for VSCode Extension)
Another update seems to have added a captcha, totally thwarting my attempts to have automated uploading tools. Please can i have a real upload api?
- Sat Jun 27, 2020 5:46 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal Upload API Docs (for VSCode Extension)
- Replies: 7
- Views: 519
Re: Mod Portal Upload API Docs (for VSCode Extension)
For anyone else updating tools: the new login process is picky about the referer header on the submitted login form too, in addition to the form content (including csrf token of course)
The upload itself appears to work as-is.
The upload itself appears to work as-is.
- Sat Jun 27, 2020 5:02 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal Upload API Docs (for VSCode Extension)
- Replies: 7
- Views: 519
Mod Portal Upload API Docs (for VSCode Extension)
I've just noticed the portal update broke my mod uploader (in the vscode mod debugger extension ), and thought I might as well ask for some real docs/support this time before i start reverse engineering again to update it! Is there (or can there be) a documented API way to get logged in for uploadin...
- Sat Jun 27, 2020 2:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.32] Crash to desktop when resuming autosave under debugger.
- Replies: 4
- Views: 302
Re: [0.18.32] Crash to desktop when resuming autosave under debugger.
Minor follow up now that this is in resolved: We've changed the way the debugger `log()` hook works to no longer allow constructing this crash with the latest factorio(0.18.34) and debugger(0.18.25) when both are updated (if either is old it'll still use the old way).
- Fri Jun 26, 2020 9:48 pm
- Forum: Modding discussion
- Topic: Fixing data stage spam
- Replies: 39
- Views: 2777
Re: Fixing data stage spam
Is this a horrible idea, now that we can run Factorio under a debugger? =) if mods['debugadapter'] then log("Creating " .. new_item_name) end Actually, would it be possible to do something like have a `debug_log` function that only gets turned on when Factorio has failed to load, and on t...
- Wed Jun 24, 2020 6:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.32] Crash to desktop when resuming autosave under debugger.
- Replies: 4
- Views: 302
Re: [0.18.32] Crash to desktop when resuming autosave under debugger.
I'll dig into this more shortly, but yes, it is almost certainly caused by the debugger doing a little bit of evil to convert log() calls to debug console events with clickable links to source. You can disable this functionality for now by setting "hookLog": false in your launch.json, whic...
- Thu Jun 18, 2020 4:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.32] Crash iterating through all chunks: "LuaHelper::pushTilePosition"
- Replies: 2
- Views: 629
Re: [0.18.32] Crash iterating through all chunks: "LuaHelper::pushTilePosition"
I also looked into this a little and it seems to me that what is happening is that when the InfiniteRectangleIterator is being re-initialized for a new call to iterator(), it sometimes takes a path that leaves ->position on it null, but does *not* set the ended status, which later leads to that null...
- Sun May 10, 2020 4:48 pm
- Forum: Modding discussion
- Topic: Re-opened: breaking change/fix: script.raise_event rework
- Replies: 26
- Views: 2287
Re: Re-opened: breaking change/fix: script.raise_event rework
A more useful list would be how many mods use only script_raised vs how many still raise on_x. Most of the ones using script_raised_ don't do anything else, so it does indeed look like it's a before/after split and just old mods not fully updated to raise the new events. Within the ones using scrip...
- Fri May 08, 2020 6:19 pm
- Forum: Modding discussion
- Topic: Re-opened: breaking change/fix: script.raise_event rework
- Replies: 26
- Views: 2287
Re: Re-opened: breaking change/fix: script.raise_event rework
If I've understood correctly, the proposal has basically evolved into "raise_event can only be used for script_raised_* and custom mod events", which sounds pretty good to me.
- Mon Apr 20, 2020 7:44 pm
- Forum: Modding interface requests
- Topic: Remove the ability to load bytecode through load()
- Replies: 17
- Views: 1033
Re: Remove the ability to load bytecode through load()
I also happen to be spending a lot of time in the VM's guts along the way, so I'm looking for other unchecked assumptions that need testing as I go too, but most of the ones I've found so far are pretty boring (posila mentioned a few of the ones that seemed interesting and got some work). We also lu...
- Mon Apr 20, 2020 7:02 pm
- Forum: Modding interface requests
- Topic: Remove the ability to load bytecode through load()
- Replies: 17
- Views: 1033
Re: Remove the ability to load bytecode through load()
Aaron, the problem with restricting to bytecode produced internally is that i'm currently working on a project that is essentially a standalone compiler for a slightly extended language (things like ?. and += and type annotations in source rather than comments) that will ideally compile to lua52/fac...
- Wed Apr 01, 2020 10:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.17] Crash when accessing LuaPlayer.entity_copy_source while player is dead
- Replies: 3
- Views: 665
Re: [0.18.17] Crash using "--instrument-mod" "debugadapter" in specific use case
After some digging, this same crash is also reproduced by `/c game.print(game.player.entity_copy_source.valid)` while the current player is dead, even without my debugger attached, so it looks like this is a base game bug that I simply revealed by attempting to access every possible property. A more...
- Thu Mar 12, 2020 7:53 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 9821
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
...a special mode which allows a selected mod to hook all the Lua instances Factorio creates, at the cost of disabling multiplayer and only allowing one Instrument at once. doesn't mean ONE mod? One mod that's doing the instrumentation, not one mod that's being instrumented. Yes, exactly - one mod ...