In testing the 2.0 update for my mod Everbuild, I caused a game crash.
Here is the end of the log:
Factorio crashed. Generating symbolized stacktrace, please wait ...
D:\Apps\Factorio\src\Util\ReleaseAssert.cpp(7): ReleaseAssertFailed
D:\Apps\Factorio\src\Logistics\RobotMoveIntention.cpp(29 ...
Search found 524 matches
- Sat Nov 16, 2024 12:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.19] Crash with construction_robot.enabled = false "!robot.isDeactivatedByScript()"
- Replies: 1
- Views: 1178
- Tue Nov 05, 2024 4:11 pm
- Forum: Ideas and Suggestions
- Topic: Docs: Link copies to clipboard
- Replies: 0
- Views: 144
Docs: Link copies to clipboard
Clicking a method/property directs the user to the details. When hovering over the header of the detail, a link icon is displayed. Please make this link icon copy the link to the clipboard. Currently, the icon doesn't do anything as the view is already at the linked location. Making it copy to ...
- Tue Nov 05, 2024 12:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.14] Disabled construction bots can cause game to hang
- Replies: 1
- Views: 1258
[Rseding91] [2.0.14] Disabled construction bots can cause game to hang
Observed:
A disabled construction bot makes the game stop responding.
Steps to recreate:
Start new game.
/cheat all
Turn off personal robot grid
Place a roboport and power it
Order a rock/tree for deconstruction
Wait for robot to deconstruct
When the robot is hovering with no place to deposit the ...
A disabled construction bot makes the game stop responding.
Steps to recreate:
Start new game.
/cheat all
Turn off personal robot grid
Place a roboport and power it
Order a rock/tree for deconstruction
Wait for robot to deconstruct
When the robot is hovering with no place to deposit the ...
- Tue Nov 05, 2024 2:05 am
- Forum: Duplicates
- Topic: [2.0.14] Space platform item insertion is inconsistent
- Replies: 1
- Views: 190
[2.0.14] Space platform item insertion is inconsistent
Problem:
Space platforms support manually inserting items, but only when the slot is empty. When the slot is full, a request is made but only fulfilled if the slot goes empty.
Before manually inserting the item:
11-04-2024, 20-58-18.png
After:
11-04-2024, 20-58-56.png
The slot can be ...
Space platforms support manually inserting items, but only when the slot is empty. When the slot is full, a request is made but only fulfilled if the slot goes empty.
Before manually inserting the item:
11-04-2024, 20-58-18.png
After:
11-04-2024, 20-58-56.png
The slot can be ...
- Mon Nov 04, 2024 10:34 pm
- Forum: Modding interface requests
- Topic: LuaSpacePlatform.send_drop_pod(), receive_drop_pod()
- Replies: 3
- Views: 365
LuaSpacePlatform.send_drop_pod(), receive_drop_pod()
send_drop_pod{
target=surface,
payload=Itemstack,
abort_if_missing_item=bool (default true),
now=bool (wait until destination can receive, default false),
void=bool (default false, destroy items, replaces need for target.)
}
Returns true if successful, or false if aborted. It might be ...
target=surface,
payload=Itemstack,
abort_if_missing_item=bool (default true),
now=bool (wait until destination can receive, default false),
void=bool (default false, destroy items, replaces need for target.)
}
Returns true if successful, or false if aborted. It might be ...
- Sat Nov 02, 2024 8:53 pm
- Forum: Mods
- Topic: [0.17+] Warptorio2
- Replies: 17
- Views: 15346
Re: [0.17+] Warptorio2
Space Age gives all sorts of tools for managing multiple platforms. Multiple platforms seems like the natural progression for warptorio.
Alternatively, Warptorio gives free water a concession for the purpose of usability. It wouldn't be unusual to give the player a free farm, a lava pit, or an ...
Alternatively, Warptorio gives free water a concession for the purpose of usability. It wouldn't be unusual to give the player a free farm, a lava pit, or an ...
- Sat Nov 02, 2024 3:49 pm
- Forum: Resolved for the next release
- Topic: [Klonan] [2.0.14] Locomotive equipment grid access is hard to find
- Replies: 1
- Views: 385
[Klonan] [2.0.14] Locomotive equipment grid access is hard to find
Problem:
If a locomotive has an equipment grid, it can be difficult to know or access it. Contrast this with a cargo wagon, which has a dedicated tab for equipment.
11-02-2024, 11-41-37.png 11-02-2024, 11-42-25.png
To access the grid, players need to drive the wagon (physically or remotely) and ...
If a locomotive has an equipment grid, it can be difficult to know or access it. Contrast this with a cargo wagon, which has a dedicated tab for equipment.
11-02-2024, 11-41-37.png 11-02-2024, 11-42-25.png
To access the grid, players need to drive the wagon (physically or remotely) and ...
- Sat Nov 02, 2024 2:49 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 306
- Views: 149687
Re: Mylon's Many Mods
I finally found the cause of the slowdown. dangOreus performs much better now!
- Wed Oct 30, 2024 4:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.12] LuaEntity.max_health to include evolution scaling factor
- Replies: 2
- Views: 724
[2.0.12] LuaEntity.max_health to include evolution scaling factor
Problem: When evolution has increased a spawner's max health, there's no reliable way to get it's real max health. LuaEntity.max_health is equal to LuaEntity.prototype.max_health (assuming normal quality)
Observed behavior:
/c game.player.surface.pollute({0,0}, 1000000000) --This sets evolution to ...
Observed behavior:
/c game.player.surface.pollute({0,0}, 1000000000) --This sets evolution to ...
- Mon Oct 28, 2024 11:53 am
- Forum: Ideas and Suggestions
- Topic: Unintended extra click when setting up recipes due to the "Quality" dropdown.
- Replies: 60
- Views: 6730
Re: Unintended extra click when setting up recipes due to the "Quality" dropdown.
The thing is, not every player is going to want to use the quality strips and these people need to be able to switch them off for the interface!
And even for those who want to use the feature, there should always be a default value - why not do it that way? If you want to change the quality, you ...
- Mon Oct 28, 2024 11:27 am
- Forum: Ideas and Suggestions
- Topic: Copy recipe output to filter of storage chest (QoL: Copy recipe From Assembling Machine to additional entities)
- Replies: 62
- Views: 16079
Re: Copy recipe output to filter of storage chest (QoL: Copy recipe From Assembling Machine to additional entities)
This can sort of be done with a parameterized blueprint now.
- Sun Oct 27, 2024 2:13 pm
- Forum: Ideas and Suggestions
- Topic: Remote Drivables Menu
- Replies: 0
- Views: 153
Remote Drivables Menu
Quick mockup of the idea:
10-27-2024, 10-07-28.png
This page can show which remote driveables are on a surface. At the bottom of each card is their current order, e.g. following player. The list can be filtered by type, (only tanks, only spidertrons). Card will display the name, type and, for ...
10-27-2024, 10-07-28.png
This page can show which remote driveables are on a surface. At the bottom of each card is their current order, e.g. following player. The list can be filtered by type, (only tanks, only spidertrons). Card will display the name, type and, for ...
- Tue May 23, 2023 7:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.82] Game sounds stacked on top of each other are not properly scaled down
- Replies: 1
- Views: 971
[1.1.82] Game sounds stacked on top of each other are not properly scaled down
Problem:
Too many sounds played at once are very loud. Even louder than should be expected given the system volume.
Expected:
The sound matches the volume of other sounds in the game and does not cause excessively loud bursts.
To recreate:
This command reliably causes an extremely loud ...
Too many sounds played at once are very loud. Even louder than should be expected given the system volume.
Expected:
The sound matches the volume of other sounds in the game and does not cause excessively loud bursts.
To recreate:
This command reliably causes an extremely loud ...
- Thu Apr 13, 2023 11:41 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 306
- Views: 149687
Re: Mylon's Many Mods
I think I figured out how to make dangOreus perform more smoothly. Gimme some time to write it up.
- Sat Jul 23, 2022 1:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.61] Switch raises on_gui_click twice
- Replies: 1
- Views: 2325
[1.1.61] Switch raises on_gui_click twice
Problem: On_gui_click event fires twice when a switch is toggled.
Expected: Event only fires once.
To recreate:
* Run this command to create a gui element and hook into the event:
/c global.count = 0; game.player.gui.center.add{type="switch", name="bug"}; script.on_event(defines.events.on_gui ...
Expected: Event only fires once.
To recreate:
* Run this command to create a gui element and hook into the event:
/c global.count = 0; game.player.gui.center.add{type="switch", name="bug"}; script.on_event(defines.events.on_gui ...
- Fri May 27, 2022 1:48 pm
- Forum: Won't implement
- Topic: Request: Dummy capsules
- Replies: 1
- Views: 1319
Request: Dummy capsules
What: Add several dummy capsule items. Example would be to create a prototype for each signal in the game.
Why: Create more potential events for softmods. e.g. "magic spells".
Why: Create more potential events for softmods. e.g. "magic spells".
- Wed May 18, 2022 2:22 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement request: Inventory
- Replies: 0
- Views: 767
LuaGuiElement request: Inventory
I would like a native inventory widget specifically for accessing LuaScriptInventory.
The goal is to attach it to an existing GUI using the "relative" container to extend functionality depending on items inside.
The goal is to attach it to an existing GUI using the "relative" container to extend functionality depending on items inside.
- Mon Aug 30, 2021 3:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.38] Grenades ignore entities with no flags
- Replies: 1
- Views: 3368
[1.1.38] Grenades ignore entities with no flags
Problem:
Grenades are not damaging entity-with-health that have no flags set.
To recreate:
Create an entity-with-health with no flags, or remove the flags of an existing entity, like so:
data.raw["simple-entity"]["rock-big"].flags = {}
data.raw["simple-entity"]["rock-big"].flags = nil ...
Grenades are not damaging entity-with-health that have no flags set.
To recreate:
Create an entity-with-health with no flags, or remove the flags of an existing entity, like so:
data.raw["simple-entity"]["rock-big"].flags = {}
data.raw["simple-entity"]["rock-big"].flags = nil ...
- Mon Apr 19, 2021 9:23 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 306
- Views: 149687
Re: Mylon's Many Mods
Mentioned it in the portal, but I know things can get hidden there. Assembler Assay's mod portal link in the OP of this thread is broken, but the main thing I wanted to report, don't know if a solution is possible: Assembler Assay conflicts with Production Scrap 2.
"data_final_fixes.lua: 179 ...
- Fri Feb 05, 2021 1:38 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 299
- Views: 206592
Re: Friday Facts #365 - Future plans
I hope the expansion means the base game will be discounted. I almost always way for the GOTY edition to get the "full" game at a reasonable price. And this is one reason why I'll never buy the "complete" EU4.