Search found 12 matches
- Fri Sep 04, 2020 4:04 pm
- Forum: Won't fix.
- Topic: Cloned entities ignore conditions for their first tick
- Replies: 6
- Views: 2048
Re: Cloned entities ignore conditions for their first tick
Just to clarify in case it helps modders attempt a workaround, when you say "has no values" do you mean null or undefined rather than just zero'd out? As the intended before and after state in the demo setup is that the network has no signals with the entities configured to be inactive in ...
- Fri Sep 04, 2020 10:31 am
- Forum: Won't fix.
- Topic: Cloned entities ignore conditions for their first tick
- Replies: 6
- Views: 2048
Cloned entities ignore conditions for their first tick
When cloning some entities the new copies appears to ignore any conditions for their first tick. Primarily an issue for mods, but the underlying issue is entirely reproduced in vanilla 1.0 with the editor. I've tested belts and inserters, and interestingly pumps don't appear to be affected. I haven'...
- Fri Jun 12, 2020 3:22 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.31] Crash: "GotoBehavior::updateActiveState"
- Replies: 3
- Views: 2034
Re: [0.18.31] Crash to desktop, multiple mods
Oops, good point. https://pastebin.com/BWCxwcW6
- Fri Jun 12, 2020 1:32 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.31] Crash: "GotoBehavior::updateActiveState"
- Replies: 3
- Views: 2034
[0.18.31] Crash: "GotoBehavior::updateActiveState"
Unable to reproduce by repeating similar actions so unsure if relevant, but at the time of the crash I was using a modded jetpack to fly over a lake shooting modded guns at a modded biter base.
Logs, save file, mods being used:
https://mega.nz/file/LNZmBSYZ#U9MbzXXr0 ... ge93Lfv3jM
Logs, save file, mods being used:
https://mega.nz/file/LNZmBSYZ#U9MbzXXr0 ... ge93Lfv3jM
- Mon Apr 03, 2017 10:49 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Hard crash during autosave. Modded
- Replies: 9
- Views: 7992
Re: [0.14.22] Hard crash during autosave. Modded
Wow that is hilarious, I had no idea that was going on in the map. Especially to the extent it causes a stack overflow. Thanks for letting me know the cause, I guess the temporary fix for me is to go on a killing spree lol.
- Mon Apr 03, 2017 8:42 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Hard crash during autosave. Modded
- Replies: 9
- Views: 7992
Re: [0.14.22] Hard crash during autosave. Modded
Have you had any luck reproducing this on your end? If not is there any other information I could provide that might help?
- Sun Apr 02, 2017 8:00 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Hard crash during autosave. Modded
- Replies: 9
- Views: 7992
Re: [0.14.22] Hard crash during autosave. Modded
Here it is. I'm uploading the mods folder to a file sharing site too, 400MB though so that will take a bit.
*edit Mods folder download link: https://mega.nz/#!uIxVGR5Q!BpNH3_p2bQyJ ... P1Tf7-Ewf4
*edit Mods folder download link: https://mega.nz/#!uIxVGR5Q!BpNH3_p2bQyJ ... P1Tf7-Ewf4
- Sun Apr 02, 2017 7:26 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Hard crash during autosave. Modded
- Replies: 9
- Views: 7992
Re: [0.14.22] Hard crash during autosave. Modded
Oh an additional detail that might change things, manually saving the game works normally (although it takes ages, looking forward to next patch speeding up mod save/load times)
- Sun Apr 02, 2017 7:19 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Hard crash during autosave. Modded
- Replies: 9
- Views: 7992
Re: [0.14.22] Hard crash during autosave. Modded
I have a short unused diagonal rail that has been around for a while without causing issues.
- Sun Apr 02, 2017 6:53 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Hard crash during autosave. Modded
- Replies: 9
- Views: 7992
[0.14.22] Hard crash during autosave. Modded
About 1/3rd through the autosave progress bar the game errors and crashes to desktop, this has started happening consistently many hours into the save. There are a LOT of mods, and I have recently updated them which is likely related in some way. I opened the game in VS2015 debugging, in which it lo...
- Wed Dec 21, 2016 2:33 am
- Forum: 1 / 0 magic
- Topic: Crash on loading world (after updating mods, not repeatable)
- Replies: 2
- Views: 1290
Re: Crash on loading world (after updating mods, not repeatable)
Ok that was weird. There might not be a bug at all, or maybe just a missing catch for a rare obscure exception. I hit continue in VS after your reply and the game continued on to load and migrate normally. There was however something odd that happened at least as Windows created a prompt about an ex...
- Wed Dec 21, 2016 1:54 am
- Forum: 1 / 0 magic
- Topic: Crash on loading world (after updating mods, not repeatable)
- Replies: 2
- Views: 1290
Crash on loading world (after updating mods, not repeatable)
Factorio 0.14.21 This is probably related to one of the many mods in some way, but a hard crash with no feedback is arguably a bug in the mod container anyway. I opened debug in VS2015 for fun, and still have it open for now at the crash/breakpoint and can see parts of the internal state (although o...