Thanks a bunch.
Let me know if there's any more information I can give. Only think that comes to mind is automating the toggling + saving and letting it run.
Gives me memory corruption vibes with how it acts.
Search found 4 matches
- Mon Apr 06, 2026 2:54 pm
- Forum: Resolved for the next release
- Topic: [2.0.76] Toggling silo LuaLogisticPoint.enabled can break rocket logistics and hang factorio
- Replies: 5
- Views: 274
- Mon Apr 06, 2026 2:02 pm
- Forum: Resolved for the next release
- Topic: [2.0.76] Toggling silo LuaLogisticPoint.enabled can break rocket logistics and hang factorio
- Replies: 5
- Views: 274
Re: [2.0.76] Toggling silo LuaLogisticPoint.enabled can break rocket logistics and hang factorio
Sorry, to be clearer:
I can get the silo into a weird state most of the time, but this does not guarantee the crash. Note that it really seems to require spamming of the checkboxes.
However after about 2-5 retries I can get it to crash.
I tried, but I believe I can't produce a savefile that ...
I can get the silo into a weird state most of the time, but this does not guarantee the crash. Note that it really seems to require spamming of the checkboxes.
However after about 2-5 retries I can get it to crash.
I tried, but I believe I can't produce a savefile that ...
- Mon Apr 06, 2026 1:04 pm
- Forum: Resolved for the next release
- Topic: [2.0.76] Toggling silo LuaLogisticPoint.enabled can break rocket logistics and hang factorio
- Replies: 5
- Views: 274
[2.0.76] Toggling silo LuaLogisticPoint.enabled can break rocket logistics and hang factorio
Toggling LuaLogisticPoint.enabled on a space age rocket-silo while silo is getting items delivered can break it permanently and then cause following game saving to hang and loads to crash
Reproducible with all other mods disabled, on a modded but "clean" save (a save before I messed around with mod ...
Reproducible with all other mods disabled, on a modded but "clean" save (a save before I messed around with mod ...
- Sat Apr 04, 2026 4:47 am
- Forum: Assigned
- Topic: [Klonan] [2.0.73] Multi-line rich-text colors in display panel do not display correctly
- Replies: 1
- Views: 386
Re: [2.0.73] Multi-line rich-text colors in display panel do not display correctly
I ran into this when trying to mod the display panel to show all circuit signals using colors for separating red/green.
I suspect the text is first broken into multiple lines if they are too long, only then processing colors, which reveals the codes.
Notably rich text item/signal icons are never ...
I suspect the text is first broken into multiple lines if they are too long, only then processing colors, which reveals the codes.
Notably rich text item/signal icons are never ...