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by Rseding91
Fri Apr 19, 2024 12:43 pm
Forum: Bug Reports
Topic: [1.1.107] Crash loading save, force index check fails
Replies: 1
Views: 113

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: 85

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: 3899

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: 142

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: 3899

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: 3899

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: 3899

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: 3899

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: 152

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: 662

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: 1985

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: 3899

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: 1985

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: 1985

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: 596

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”.
by Rseding91
Sat Apr 06, 2024 10:15 pm
Forum: Assigned
Topic: [raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
Replies: 7
Views: 596

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

Factorio on Linux is particularly bad about memory fragmentation and not releasing memory back to the OS when the process has freed it. Last I knew it was related to the C runtime library used and how the allocator there handles it. So the longer you run a game instance the higher chance allocations...
by Rseding91
Sat Apr 06, 2024 11:03 am
Forum: Not a bug
Topic: Items and character not rotating on transport belts
Replies: 5
Views: 299

Re: Items and character not rotating on transport belts

Thanks for the report however this is not a bug.
by Rseding91
Sat Apr 06, 2024 3:13 am
Forum: Assigned
Topic: [raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
Replies: 7
Views: 596

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

In general we don’t attempt to handle out of memory errors because there’s almost nothing that can be done in the standard execution path. But I’ll leave this to the Linux guys to decide if they want to try to handle this case. It seems unlikely it would succeed because if the fork ran out the main ...
by Rseding91
Thu Apr 04, 2024 1:14 am
Forum: Not a bug
Topic: [1.1.104] Robot drone pathfinding: infinite loops
Replies: 2
Views: 176

Re: [1.1.104] Robot drone pathfinding: infinite loops

Thanks for the report however currently in 1.1 that's just how it works. Don't build networks like that if you want to avoid it. For 2.0 this was changed slightly: https://www.factorio.com/blog/post/fff-374
by Rseding91
Wed Apr 03, 2024 3:01 pm
Forum: Technical Help
Topic: [1.1.106] Crash occurring when the progress bar fully loaded, when using Alien Biomes
Replies: 2
Views: 152

Re: [1.1.106] Crash occurring when the progress bar fully loaded, when using Alien Biomes

Looking at the log file I see 2 issues. 1. You've forced the game to run as OpenGL which is measurably worse performance wise than the default of DirectX. Is there a reason you did this? 2. Your GPU has 2 GB of video memory and you're trying to run graphics heavy mods. My theory is you're running ou...

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