Search found 92 matches

by chrisgbk
Fri Nov 08, 2019 4:48 am
Forum: Duplicates
Topic: Pollution values are wrong after modules inserted
Replies: 8
Views: 2568

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...
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: 383495

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 Program ...
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: 2159

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 tw...
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: 2159

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 the...
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: 2159

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 scena...
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: 2413

[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 "Scen...
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: 383495

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: 3292

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 larger e...
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: 3292

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 reaso...
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: 1539

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 (Ba...
by chrisgbk
Sat Apr 14, 2018 2:56 pm
Forum: Duplicates
Topic: [0.16.36] Game Crashing
Replies: 3
Views: 1104

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 this ...
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: 3292

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 reaso...
by chrisgbk
Sat Apr 14, 2018 1:09 pm
Forum: Duplicates
Topic: [0.16.36] Game Crashing
Replies: 3
Views: 1104

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 multiple...
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: 383495

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: 1676

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: 1729

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.
by chrisgbk
Mon Apr 09, 2018 5:15 am
Forum: Duplicates
Topic: [0.16.36] Crash interacting with trains: "EntityRenderer::prepareRow" on Ryzen 5 1600
Replies: 3
Views: 2121

Re: Crash when screwing with train

Another Ryzen EntityRenderer::prepareRow crash; although this one also references razer chroma.

See also 59245.
by chrisgbk
Mon Apr 09, 2018 3:54 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 383495

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

Hello, i searched the forum for an solution but did not find anything yet. I have a game with activated creative mode and hence near all technologies are researched. Is there a way to "unresearch" them? Just disabling it does not work. Resetting via Esc/Options/Mods does not work either. ...
by chrisgbk
Sat Apr 07, 2018 12:46 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 383495

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

This is a weird one: matter voids can't quite keep up with red belts any more. Items on the red belt are fractionally "pushed back". This causes issues when you're designing factory units to compress a red belt, making you think you're producing too much. What I can't figure out is why ye...
by chrisgbk
Wed Apr 04, 2018 6:05 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 383495

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

Creative Mode Fix 0.0.25 - bug with the automatic creation of infinite resources and non-standard icon sizes. Code in lines 242-285 of data-final-fixes assumes that item icons are default size, but it copies attributes from the base item including icon_size. When the base item wasn't icon_size = 32...

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