Search found 12 matches

by Olipro
Fri Nov 08, 2024 6:48 am
Forum: 1 / 0 magic
Topic: [2.0.14] Corrupted Save(s) while debugging.
Replies: 20
Views: 862

Re: [2.0.14] Corrupted Save(s) while debugging.

Good to hear, as a C++ dev myself, my first thought was that it'd be a race condition, turns out it's simpler than that! Glad you found it.

Many thanks for the fixed save!
by Olipro
Wed Nov 06, 2024 12:05 am
Forum: 1 / 0 magic
Topic: [2.0.14] Corrupted Save(s) while debugging.
Replies: 20
Views: 862

Re: [2.0.14] Corrupted Save(s) while debugging.

Alright, if I'm SOL then I'm SOL. If you can provide me with like ~20 bytes, even just a screenshot, maybe I can extract the zip, search the sequence from all the files in there and patch it.

No expectations but I'd sure appreciate it.
by Olipro
Tue Nov 05, 2024 8:51 pm
Forum: 1 / 0 magic
Topic: [2.0.14] Corrupted Save(s) while debugging.
Replies: 20
Views: 862

Re: [2.0.14] Corrupted Save(s) while debugging.

I booted a bootable memtest86 and had no issues. All the autosaves are also corrupted and were taken 5 minutes apart. I can upload them if you like but I'm pretty suspicious about blaming this one on hardware... unless the space station that's currently nuking the hell out of asteroids managed to ro...
by Olipro
Tue Nov 05, 2024 7:27 pm
Forum: 1 / 0 magic
Topic: [2.0.14] Corrupted Save(s) while debugging.
Replies: 20
Views: 862

[2.0.14] Corrupted Save(s) while debugging.

I have a save file I use for testing things in the game and somehow, it (and all autosaves taken within the last half hour) have managed to become corrupted with an error that says "Invalid bool loaded from input file. File could be corrupted" This save does use a singular mod (Lua API glo...
by Olipro
Tue Nov 05, 2024 2:19 pm
Forum: Modding interface requests
Topic: [2.0.14] Missing or inconsistent prototype data for Fusion Reactors/Generators
Replies: 0
Views: 96

[2.0.14] Missing or inconsistent prototype data for Fusion Reactors/Generators

Some data appears to be inaccessible or awkward to access for Fusion equipment when compared to its boiler/nuclear brethren. Additionally, the Fusion prototypes have no Lua wrapper exposed at all. For more concrete examples: I cannot find any way to programmatically retrieve the plasma production/co...
by Olipro
Sat Dec 17, 2016 7:25 pm
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 71560

Re: Friday Facts #169 - Combat revisit 2

If you're going to make the Flamethrower have a minimum distance then I would be highly in favour of enabling an automatic secondary weapon that is fired whenever you target an enemy that's too close for the flamethrower to fire on, otherwise when raiding bases you're going to get into a very frustr...
by Olipro
Mon Oct 31, 2016 12:52 pm
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 71664

Re: Friday Facts #162 - Theme Art Again

I like the Alien Artifacts in principle but they could have done with a few tweaks rather than throwing them out entirely - I always had a few ideas on how to expand their usefulness, these things could of course be a mod just as easily as in the base game. 1) Potentially tweak the accumulation rate...
by Olipro
Thu Oct 27, 2016 9:14 pm
Forum: Modding discussion
Topic: Metatables, NOT
Replies: 8
Views: 3856

Re: Metatables, NOT

Doing a quick test of 10M iterations, calling a function that's directly in a table took about 0.55s. This then increased to 0.66 when performed on an empty table with its __index metamethod set to another table. Making __index a function that performed the table load and returned it resulted in the...
by Olipro
Mon Aug 01, 2016 2:30 am
Forum: News
Topic: Friday Facts #149 - Deep down in multiplayer
Replies: 38
Views: 23645

Re: Friday Facts #149 - Deep down in multiplayer

My suggestion for avoiding DDoS facilitation via an amplification attack would be to incorporate a nonce and hash in the initial client payload with a requirement that X number of leading bits in the hash be zero (however many it takes for the average computer to compute in a few hundred ms) - this ...
by Olipro
Mon Jun 06, 2016 7:29 am
Forum: Won't implement
Topic: Put Lua C API in Export Table?
Replies: 5
Views: 2727

Re: Put Lua C API in Export Table?

That's not likely to ever happen. The potential for desyncs, crashes, save corruption, and just malicious mods in general is far too high for any benefits from exposing that portion of Lua in Factorio. "Malicious Mods" is a bit of a stretch - someone willing to do that can simply make a m...
by Olipro
Wed Jun 01, 2016 4:38 pm
Forum: Won't implement
Topic: Put Lua C API in Export Table?
Replies: 5
Views: 2727

Re: Put Lua C API in Export Table?

That's not likely to ever happen. The potential for desyncs, crashes, save corruption, and just malicious mods in general is far too high for any benefits from exposing that portion of Lua in Factorio. "Malicious Mods" is a bit of a stretch - someone willing to do that can simply make a m...
by Olipro
Tue May 31, 2016 1:02 pm
Forum: Won't implement
Topic: Put Lua C API in Export Table?
Replies: 5
Views: 2727

Put Lua C API in Export Table?

Assuming any developers read this - Would you consider exporting (into the export table of the PE) the Lua C API functions so that they can be invoked either with a simple GetProcAddress() call or if you include a generated LIB for dynamic linkage, even better. Obviously with the included PDB it's t...

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