Search found 13208 matches

by Rseding91
Tue Apr 23, 2024 1:29 am
Forum: General discussion
Topic: Ps4 port?
Replies: 11
Views: 9165

Re: Ps4 port?

As of now there are no plans to port to any other consoles.
by Rseding91
Mon Apr 22, 2024 4:01 pm
Forum: 1 / 0 magic
Topic: Fuel burnt result cycle and recipe cycle causes loading screen to hang
Replies: 6
Views: 170

Re: Fuel burnt result cycle and recipe cycle causes loading screen to hang

Loads up without issue for me. Do you have any other computer available you can test on?
by Rseding91
Mon Apr 22, 2024 12:51 pm
Forum: 1 / 0 magic
Topic: Fuel burnt result cycle and recipe cycle causes loading screen to hang
Replies: 6
Views: 170

Re: Fuel burnt result cycle and recipe cycle causes loading screen to hang

Does it happen with *just* the changes you have here (no other mods?) If no, can you zip up your mods folder and upload it here? There are no code differences between the linux build and the windows build when it comes to this logic. ALSO, prototypes are already loaded and fully finished before grap...
by Rseding91
Mon Apr 22, 2024 11:41 am
Forum: 1 / 0 magic
Topic: Fuel burnt result cycle and recipe cycle causes loading screen to hang
Replies: 6
Views: 170

Re: Fuel burnt result cycle and recipe cycle causes loading screen to hang

Thanks for the report however when I try the code you've provided it loads to the main menu without any issues. I suspect the actual issue is related to the top few lines of the log file (you're running linux) and or this line in the log file: 0.169 Dedicated video memory size 512 MB 95% is where th...
by Rseding91
Sun Apr 21, 2024 1:52 pm
Forum: Modding help
Topic: Random values/property in data.lua
Replies: 1
Views: 67

Re: Random values/property in data.lua

Correct. Prototypes are not changeable after data stage finishes.
by Rseding91
Fri Apr 19, 2024 12:43 pm
Forum: 1 / 0 magic
Topic: [1.1.107] Crash loading save, force index check fails
Replies: 4
Views: 337

Re: [1.1.107] Crash loading save, force index check fails

Thanks for the report. That check means your save is corrupt. The most common way being a position was corrupt in memory when you last played it and the entity is saved with the wrong position. The only known way that has happened is bad or failing RAM. You should look into fixing your hardware or t...
by Rseding91
Fri Apr 19, 2024 12:41 pm
Forum: Documentation Improvement Requests
Topic: [1.1.107] runtime-api.json set_quick_bar_slot incorrect parameter
Replies: 2
Views: 115

Re: [1.1.107] runtime-api.json set_quick_bar_slot incorrect parameter

That is correct. Optional means you can exclude the parameter and it’s fine. This is not optional and you must give it a value or nil.
by Rseding91
Thu Apr 18, 2024 7:43 pm
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 4070

Re: make more entity prototypes support rotation

Everything you just described is the concept of "variation" in Factorio which we already have for most things. Direction is completely unrelated and it seems like what you want is to highjack direction to mean variation on a bunch of entities where direction makes no sense. Trees have vari...
by Rseding91
Wed Apr 17, 2024 10:18 pm
Forum: Pending
Topic: [1.1.104] Crash (EntityMapGenerationTask::generateEntities)
Replies: 1
Views: 163

Re: Crush

Please post the log file as well.
by Rseding91
Wed Apr 17, 2024 8:57 pm
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 4070

Re: make more entity prototypes support rotation

I feel like this conversation has gotten off-topic and still nothing has been explained to you to let you understand the limitations. "Make more entity prototypes support rotation" the topic title: "Support rotation" is entirely dependent on a given entity for what that means. Fo...
by Rseding91
Wed Apr 17, 2024 5:52 pm
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 4070

Re: make more entity prototypes support rotation

"Factorio uses dependency injection in ... graphics". Isn't the rotation, specifically the direction value, purely a graphics thing? Direction is used to determine the orientation of the bounding box on the entity, to determine which way input and output fluidboxes are on the entity, to d...
by Rseding91
Mon Apr 15, 2024 2:13 pm
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 4070

Re: make more entity prototypes support rotation

... Weather he knows about dependency injection or not and why it wasn't used. Factorio uses dependency injection in a few places where it makes sense; network sockets, graphics, sounds, and so on. However, dependency injection only works when your dependency is an interface (set of virtual functio...
by Rseding91
Mon Apr 15, 2024 2:25 am
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 4070

Re: make more entity prototypes support rotation

… my question was: With entities with variable number of directions why is 1 a special case at all? Because an entity with only one direction does not *have* a direction. There is no data member on the entity that stores the direction and instead the default virtual function of getDirection() simpl...
by Rseding91
Sun Apr 14, 2024 4:51 pm
Forum: Fixed for 2.0
Topic: [1.1.104] Crash maxing ore intensity in editor (FloatCast)
Replies: 1
Views: 169

Re: [1.1.104] Crash maxing ore intensity in editor (FloatCast)

Thanks for the report. This is fixed for 2.0. In the meantime you can simply not make the value quite so large and it will have the same effect. Or just use an infinity-chest to spawn anything you want.
by Rseding91
Tue Apr 09, 2024 2:57 pm
Forum: Fixed for 2.0
Topic: [1.1.93] Empty string "" doesn't disable LuaGuiElement tooltip
Replies: 6
Views: 682

Re: [1.1.93] Empty string "" doesn't disable LuaGuiElement tooltip

I looked into this more and it's now fixed for 2.0.
by Rseding91
Mon Apr 08, 2024 9:29 pm
Forum: Minor issues
Topic: Spidertron "Shift+Left Click" pathing queue impacted by autosave
Replies: 10
Views: 2000

Re: Spidertron "Shift+Left Click" pathing queue impacted by autosave

I don't see any solution for this that doesn't have other issues so for now I'm going to move this to minor issues. Possible options: * We leave it as is - multi-key inputs don't work right if one is released while auto-save happens * We drop inputs while auto-save happens - possibly even more annoy...
by Rseding91
Mon Apr 08, 2024 8:16 pm
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 35
Views: 4070

Re: make more entity prototypes support rotation

You're welcome to make your own game with a similar feature set to Factorio and implement it in a way you see fit.
by Rseding91
Mon Apr 08, 2024 2:08 pm
Forum: Minor issues
Topic: Spidertron "Shift+Left Click" pathing queue impacted by autosave
Replies: 10
Views: 2000

Re: Spidertron "Shift+Left Click" pathing queue impacted by autosave

Ok, I know why it happens but I don't have a solution for it yet. The root issue is: we can't process player inputs while the game is saving (since we need the game to nto change while saving) so we queue any inputs while saving is happened. Except the queuing is not perfect and it will still record...
by Rseding91
Sun Apr 07, 2024 9:33 pm
Forum: Minor issues
Topic: Spidertron "Shift+Left Click" pathing queue impacted by autosave
Replies: 10
Views: 2000

Re: Spidertron "Shift+Left Click" pathing queue impacted by autosave

I think I might know what's going on but I won't be able to test until tomorrow.
by Rseding91
Sat Apr 06, 2024 10:42 pm
Forum: Assigned
Topic: [raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
Replies: 7
Views: 639

Re: [1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed

Actually, maybe the Linux guys will correct me, but there doesn’t seem to be any official way to detect your process has been killed due to OOM. So this whole thing would go into “not a bug”.

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