Search found 6 matches

by WaylandSmith
Wed Oct 23, 2024 3:04 am
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.7] Crash when I try to manually save (macOS 10.16) (TrioWriteDouble)
Replies: 28
Views: 1953

Re: [StrangePan][2.0.7] Crash when I try to manually save (macOS 10.16)

I had been using the Save button in the 1.1 build on MacOS 14.1.1 moments before updating to 2.0, at which point it started crashing. As a fellow software developer, I believe you if you say that none of the actual code related to the Save button changed, but I and many other Factorio players had be...
by WaylandSmith
Tue Oct 22, 2024 5:03 pm
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.7] Crash when I try to manually save (macOS 10.16) (TrioWriteDouble)
Replies: 28
Views: 1953

Re: [StrangePan][2.0.7] Crash when I try to manually save (macOS 10.16)

I, myself, will be upgrading to 14.7 in order to work around this bug, but just a reminder, the original bug report is for MacOS 10.6 and there are reports of this bug appearing on other major OS releases, including those which are on EOL hardware that cannot upgrade to 14.4.1. If you go ahead with ...
by WaylandSmith
Mon Oct 21, 2024 10:22 pm
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.7] Crash when I try to manually save (macOS 10.16) (TrioWriteDouble)
Replies: 28
Views: 1953

Re: [StrangePan][2.0.7] Crash when I try to manually save (macOS 10.16)

Confirming same behaviour in MacOS 14.1.1

Haven't been able to find a workaround other than just relying on autosaves.
by WaylandSmith
Fri Mar 25, 2016 11:37 pm
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 42594

Re: [MOD 0.12.5+] Robotic Combinators

yes, there was a mess with the globals. I also did a correction, and also simplify unused code (rc_local, rc_perso) and now it works fine. Let's see if the author accept your new version. Mine is here : robotic-combinators_0.3.5.zip If the data's not stored in the global table it won't persist betw...
by WaylandSmith
Fri Mar 25, 2016 10:43 pm
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 42594

Re: [MOD 0.12.5+] Robotic Combinators

I figured it out, sorta. It appears that there's something weird about accessing the globals table from outside of an event handler, i.e. in the main body of the control.lua file. The global table EXISTS in this state, but always appears to be empty. Looking in data.dat of a save game shows that the...
by WaylandSmith
Fri Mar 25, 2016 1:46 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 42594

Re: [MOD 0.12.5+] Robotic Combinators

As far as I understand this, there is missing an script.on_load()-routine for reinitialization after load. ... btw: Same problem as with the logistic combinator mod. In my case, it is not only at the loading of the map, but afterwards : the combinator's numbers does not update correctly, or only on...

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