Search found 96 matches

by chrisgbk
Fri Aug 15, 2025 4:12 am
Forum: Not a bug
Topic: [2.0.60] Removing a mod can invalidate buttons from other mods in mod_gui flow
Replies: 3
Views: 399

Re: [2.0.60] Removing a mod can invalidate buttons from other mods in mod_gui flow

This is more of an implementation technicality and an issue in the second mod.

Whichever mod creates mod_gui first owns mod_gui, so if the mod that creates it is removed, those elements (and their child elements, including other mods) are destroyed. This invalidates any saved references in storage ...
by chrisgbk
Thu Jul 24, 2025 5:59 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.60] Hot water in boiler increase water consumption rather than decreasing it
Replies: 8
Views: 1648

Re: [Klonan] [2.0.60] Hot water in boiler increase water consumption rather than decreasing it


If you look at the input in isolation, that makes sense, but doesn't make sense in the context of the output being clamped at the same volume in both cases. Either the output should be slowing the water consumption and fuel burn rate (to 2.6 water/s), or the output should increase correspondingly ...
by chrisgbk
Thu Jul 24, 2025 4:05 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.60] Hot water in boiler increase water consumption rather than decreasing it
Replies: 8
Views: 1648

Re: [Klonan] [2.0.60] Hot water in boiler increase water consumption rather than decreasing it


I don't think there is any Bug here? The Thermodynamic math has always checked-out when I have used Modded fluids like this previously.... Vanilla Boiler has 1.8MW Power ; I believe the Fluid rate is Calculated from the power_consumption , since I don't see it mentioned anywhere here.... It has a ...
by chrisgbk
Sun Aug 25, 2024 4:15 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][1.1.109][switch] Crash when focusing on a script created text-box longer than 512 chars
Replies: 1
Views: 751

[Twinsen][1.1.109][switch] Crash when focusing on a script created text-box longer than 512 chars

Hard crash, completely closes.

Following minimal scenario was hosted on PC server and connected to with switch (see attachment for zip version to extract to scenarios folder):


script.on_event(defines.events.on_player_joined_game, function(e)
local player = game.players[e.player_index]
local ...
by chrisgbk
Fri Nov 08, 2019 4:48 am
Forum: Duplicates
Topic: Pollution values are wrong after modules inserted
Replies: 8
Views: 3933

Re: Pollution values are wrong after modules inserted

NaB, been brought up many times over the years:

https://forums.factorio.com/viewtopic.php?f=23&t=59039&p=352324&hilit=pollution#p352324
https://forums.factorio.com/viewtopic.php?f=23&t=52254&p=305331&hilit=pollution#p305331
https://forums.factorio.com/viewtopic.php?f=23&t=48807&p=282639&hilit ...
by chrisgbk
Fri Mar 01, 2019 9:24 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 503179

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources


I can reproducibly crash Factorio 0.17.3 with the 1.0.4 version of Creative Mod.

Custom map:
https://mega.nz/#!kjQh1Q4S!zZirYcyf5_et1M4_BkQ5POJMwR5qMn1tdRpmxRdfuM4


0.000 2019-02-28 22:06:53; Factorio 0.17.3 (build 43128, win64, steam)
0.000 Operating system: Windows 10 (version 1803)
0.000 ...
by chrisgbk
Tue Jun 05, 2018 12:54 am
Forum: Resolved Problems and Bugs
Topic: Scenario locale is loaded after scenario control.lua runs
Replies: 6
Views: 3113

Re: Scenario locale is loaded after scenario control.lua runs

The game loads the scenario locale, then the scenario script. Then each mod in series in that same order.
The point of this was, when you specifically load a scenario, that has an embedded locale, it's not available to the running scenario code until Factorio starts raising events.
Either of you ...
by chrisgbk
Mon Jun 04, 2018 2:23 am
Forum: Resolved Problems and Bugs
Topic: Scenario locale is loaded after scenario control.lua runs
Replies: 6
Views: 3113

Re: Scenario locale is loaded after scenario control.lua runs

Script locale is loaded before control.lua is run for that mod.

The game loads the scenario locale, then the scenario script. Then each mod in series in that same order.

If your scenario script requires some locale then it should include it and not rely on another mod.

The scenario does include ...
by chrisgbk
Sun Jun 03, 2018 11:43 am
Forum: Resolved Problems and Bugs
Topic: Scenario locale is loaded after scenario control.lua runs
Replies: 6
Views: 3113

Scenario locale is loaded after scenario control.lua runs

This didn't matter before, but now that log() and print() support localized strings, it seems a bit silly that the scenario locale is unavailable to the scenario until run-time. Localized strings during loading would be very nice in some cases, like debugging.

Attached is a mod that contains a ...
by chrisgbk
Fri May 25, 2018 8:16 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.45] Scenarios in mods can fail to find lua files
Replies: 1
Views: 3003

[0.16.45] Scenarios in mods can fail to find lua files

If a mod contains multiple scenarios, the name of the scenario folder can impact the game being able to load files properly.

Consider the case where a mod contains two scenarios, named "Scenario" and "Scenario-2"

Loading "Scenario-2" will succeed, and loading "Scenario" will silently fail, only ...
by chrisgbk
Fri May 04, 2018 1:05 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 503179

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Bassad wrote:Seems like the armor fix didnt help, because

https://imgur.com/a/6FQSEC7

using version 0.0.30
This is fixed in 0.0.31.
by chrisgbk
Mon Apr 16, 2018 12:42 am
Forum: Modding help
Topic: [0.16.36] find_entities_filtered misses straight rail by pos
Replies: 12
Views: 4708

Re: [0.16.36] find_entities_filtered misses straight rail by pos

I did check. Entities are allowed to specify a bounding box that is not centered.

No, they are not allowed to specify that. EntityPrototype will throw an error if the collision_box does not include {0,0}.

Whoops, I missed the check for {0,0} while doing testing; I was playing around with a ...
by chrisgbk
Sun Apr 15, 2018 1:08 pm
Forum: Modding help
Topic: [0.16.36] find_entities_filtered misses straight rail by pos
Replies: 12
Views: 4708

Re: [0.16.36] find_entities_filtered misses straight rail by pos

The problem here, per Bilka on Discord, is that .find_entities_filtered applies to collision boxes, and the collision box for a diagonal straight rail with .position {1,1} does not actually include {1,1}.

I believe your understanding of tile coordinates is incorrect. Bilka is correct with the ...
by chrisgbk
Sun Apr 15, 2018 7:42 am
Forum: Not a bug
Topic: [16.36] 2017-12-09_Factorio_0.16.0.lua prevents map loading
Replies: 2
Views: 2096

Re: [16.36] 2017-12-09_Factorio_0.16.0.lua prevents map loading

Hi,

thanks for an awesome game.

I have installed Factorio 0.16.36 by untarring factorio_alpha_x64_0.16.36.tar.xz on top of an existing install (0.16.27, and older before that). When joining any multiplayer game, I get the following error:
Trying to apply migration 2017-12-09_Factorio_0.16.0.lua ...
by chrisgbk
Sat Apr 14, 2018 2:56 pm
Forum: Duplicates
Topic: [0.16.36] Game Crashing
Replies: 3
Views: 1687

Re: [0.16.36] Game Crashing

As expected, the EntityRenderer::prepareRow Ryzen bug.

Duplicate of 58225 .

There are some additional linked threads in that thread, some of which include instructions on getting memory dumps, which would help the devs track this down if you are able to do so. If you ever are able to reproduce ...
by chrisgbk
Sat Apr 14, 2018 1:35 pm
Forum: Modding help
Topic: [0.16.36] find_entities_filtered misses straight rail by pos
Replies: 12
Views: 4708

Re: [0.16.36] find_entities_filtered misses straight rail by pos

The problem here, per Bilka on Discord, is that .find_entities_filtered applies to collision boxes, and the collision box for a diagonal straight rail with .position {1,1} does not actually include {1,1}.

I believe your understanding of tile coordinates is incorrect. Bilka is correct with the ...
by chrisgbk
Sat Apr 14, 2018 1:09 pm
Forum: Duplicates
Topic: [0.16.36] Game Crashing
Replies: 3
Views: 1687

Re: [0.16.36] Game Crashing

Hi,

I was told to post the factorio-current.log file here when my game crashed, so here it is.

Devorlon

Looks like you launched the game after the crash; in that case you would upload factorio-previous.log instead, as every time the game launches it renames the log file.

If you've launched ...
by chrisgbk
Sat Apr 14, 2018 11:30 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 503179

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Krowi wrote:
Untitled.png
Can you explain what you were doing at the time this occurred, or how to replicate it?

Edit: Figured it out, fixed in 0.0.30
by chrisgbk
Fri Apr 13, 2018 1:06 pm
Forum: Not a bug
Topic: [0.16.36] In-game mod panel not show latest version of my mod
Replies: 2
Views: 2252

Re: [0.16.36] In-game mod panel not show latest version of my mod

More specifically:

Change:

Code: Select all

"factorio_version":"0.16.30",
to:

Code: Select all

"factorio_version":"0.16",
in info.json.
by chrisgbk
Thu Apr 12, 2018 12:35 pm
Forum: Pending
Topic: [0.16.36]Lua Error(not able to play multipla. on specific map)
Replies: 2
Views: 2368

Re: [0.16.36]Lua Error(not able to play multipla. on specific map)

Open the control.lua inside the zip, and

Replace:

Code: Select all

silo_script.gui_init(player)
With:

Code: Select all

silo_script.on_player_created(event)

to fix.

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