0.000 2017-12-28 23:42:15; Factorio 0.16.7 (build 34551, linux64, steam)
0.069 Operating system: Linux (LinuxMint 18.1)
0.069 Program arguments: "/home/karakaz/.steam/steam/steamapps/common/Factorio/bin/x64/factorio"
0.069 Read data path: /home/karakaz/.steam/steam/steamapps/common/Factorio ...
Search found 22 matches
- Thu Dec 28, 2017 10:51 pm
- Forum: Technical Help
- Topic: Toolbar dissapeared on load [modded]
- Replies: 2
- Views: 1703
- Thu Dec 28, 2017 9:59 pm
- Forum: Technical Help
- Topic: Toolbar dissapeared on load [modded]
- Replies: 2
- Views: 1703
Toolbar dissapeared on load [modded]
I played for a while a few days ago. Then when I tried to play today after also having updated some of the mods the toolbar was gone. Any ideas on how to get it back? Loading the game without mods didn't help.
- Fri Dec 08, 2017 10:47 am
- Forum: Resolved Problems and Bugs
- Topic: [15.37] Exception when calling script.raise_event
- Replies: 22
- Views: 9371
Re: [15.37] Exception when calling script.raise_event
Hey, I don't mean to hassle you guys I'm just curious if anyone is looking at this 

- Thu Nov 30, 2017 3:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.37] Exception when calling script.raise_event
- Replies: 22
- Views: 9371
- Thu Nov 30, 2017 2:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.37] Exception when calling script.raise_event
- Replies: 22
- Views: 9371
Re: [15.37] Exception when calling script.raise_event
No save file needed, only the four mods:
* Railway Painter
* Color Picker
* Picker Extended
* Squeak Through (Only the info.json needs to be present)
Removing/adding the optional dependency for Squeak Through in Picker Extended toggles the exception.
Railway Painter needs to be researched, then ...
* Railway Painter
* Color Picker
* Picker Extended
* Squeak Through (Only the info.json needs to be present)
Removing/adding the optional dependency for Squeak Through in Picker Extended toggles the exception.
Railway Painter needs to be researched, then ...
- Thu Nov 30, 2017 2:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.37] Exception when calling script.raise_event
- Replies: 22
- Views: 9371
Re: [15.37] Exception when calling script.raise_event
Could we move this back to bugs @Klonan?
- Tue Nov 28, 2017 10:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.37] Exception when calling script.raise_event
- Replies: 22
- Views: 9371
Re: [15.37] Exception when calling script.raise_event
I went through the whole toggle mods process and found that the minimum number of mods to recreate the issue, apart from Railway Painter and Color Picker, is Picker Extended and Squeak Through.
I tried a couple of different things and found this:
* Removing all the code from Squeak Through had ...
I tried a couple of different things and found this:
* Removing all the code from Squeak Through had ...
- Mon Nov 20, 2017 10:00 am
- Forum: Resolved Problems and Bugs
- Topic: [15.37] Exception when calling script.raise_event
- Replies: 22
- Views: 9371
Re: [15.37] Exception when calling script.raise_event
Hehe initially I tried to disable some of the mods a couple of runs but there were so many so I couldn't be bothered. Didn't think of doing it using binary search, that's the way to go for sure and would have done it had I thought of it :)
Since you already have done it, let's not waste more time ...
Since you already have done it, let's not waste more time ...
- Sun Nov 19, 2017 7:02 pm
- Forum: Mods
- Topic: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
- Replies: 44
- Views: 25968
Re: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
The game crashes when using your mod with the Railway Painter mod. Your mod works fine when using it other ways, but when clicking on "New" in Railway Painter and clicking on any of the buttons in the Color Picker window the game crashes. I am posting this in both places as I don't know which one ...
- Sun Nov 19, 2017 6:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.37] Exception when calling script.raise_event
- Replies: 22
- Views: 9371
Re: [15.37] Exception when calling script.raise_event
Ye, I know.. I'm just a bit frustrated because I can't figure it out, that's all :)
In any case, the error message isn't that helpful. Only reasonable explanation I can think of is that the exception originates deeper than the visible stack trace since there isn't a function being sent into raise ...
In any case, the error message isn't that helpful. Only reasonable explanation I can think of is that the exception originates deeper than the visible stack trace since there isn't a function being sent into raise ...
- Sun Nov 19, 2017 10:19 am
- Forum: Resolved Problems and Bugs
- Topic: [15.37] Exception when calling script.raise_event
- Replies: 22
- Views: 9371
Re: [15.37] Exception when calling script.raise_event
I'll list the whole process to anyone who wants to reproduce it:
1. Download both savegame and mods from https://drive.google.com/drive/folders/1zdI-aKe1trjRAkqxuSrIB6QJU9Tv0NDl?usp=sharing
2. Navigate to .factorio directory
3. Place Atarashi no Sekai.zip under saves
4. Rename mods folder to ...
1. Download both savegame and mods from https://drive.google.com/drive/folders/1zdI-aKe1trjRAkqxuSrIB6QJU9Tv0NDl?usp=sharing
2. Navigate to .factorio directory
3. Place Atarashi no Sekai.zip under saves
4. Rename mods folder to ...
- Sat Nov 18, 2017 10:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.37] Exception when calling script.raise_event
- Replies: 22
- Views: 9371
Re: [15.37] Exception when calling script.raise_event
The first argument is the number 152 (from script.generate_event_name())
The second argument is the table i posted before:
{
{
name = 152,
tick = 5826223
},
color = {
b = 0.6,
g = 1,
r = 0.2
},
container = {
__self = "userdata: 0x00007f67987d92d0"
},
hex_color = "33FF99",
player ...
The second argument is the table i posted before:
{
{
name = 152,
tick = 5826223
},
color = {
b = 0.6,
g = 1,
r = 0.2
},
container = {
__self = "userdata: 0x00007f67987d92d0"
},
hex_color = "33FF99",
player ...
- Sat Nov 18, 2017 9:00 am
- Forum: Resolved Problems and Bugs
- Topic: [15.37] Exception when calling script.raise_event
- Replies: 22
- Views: 9371
Re: [15.37] Exception when calling script.raise_event
58.323 Script @__color-picker__/control.lua:44: {
{
name = 152,
tick = 5826223
},
color = {
b = 0.6,
g = 1,
r = 0.2
},
container = {
__self = "userdata: 0x00007f67987d92d0"
},
hex_color = "33FF99",
player_index = 1
}
Thanks for that function ;) No, the code is from Mooncat's ...
{
name = 152,
tick = 5826223
},
color = {
b = 0.6,
g = 1,
r = 0.2
},
container = {
__self = "userdata: 0x00007f67987d92d0"
},
hex_color = "33FF99",
player_index = 1
}
Thanks for that function ;) No, the code is from Mooncat's ...
- Fri Nov 17, 2017 10:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.37] Exception when calling script.raise_event
- Replies: 22
- Views: 9371
Re: [15.37] Exception when calling script.raise_event
My bad, updated the title now. It doesn't seem there is a function there, at least not in the first level of the params
- Fri Nov 17, 2017 9:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.37] Exception when calling script.raise_event
- Replies: 22
- Views: 9371
[15.37] Exception when calling script.raise_event
Something weird is happening here.. please take a look.
https://mods.factorio.com/mods/Karakaz/railway-painter/discussion/21158
I added some lines in color-picker/control.lua to see what the parameters in to raise_event were:
local function raise_event(which_event, params)
[...]
log(type ...
https://mods.factorio.com/mods/Karakaz/railway-painter/discussion/21158
I added some lines in color-picker/control.lua to see what the parameters in to raise_event were:
local function raise_event(which_event, params)
[...]
log(type ...
- Fri Sep 08, 2017 10:51 am
- Forum: Modding interface requests
- Topic: Applying doppler effect to sounds emanating from trains
- Replies: 2
- Views: 1963
Applying doppler effect to sounds emanating from trains
I have no idea how difficult it would be but it would be really cool to have the doppler effect applied on sounds emanating from trains dynamically. The pitch would need to be dynamically adjusted based on the relation to the player.
Engine sounds, ambient train sounds, horn etc. would sound so ...
Engine sounds, ambient train sounds, horn etc. would sound so ...
- Sun Jun 25, 2017 4:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.23] Unwanted grouping placing lomomotive on a station
- Replies: 2
- Views: 2583
[0.15.23] Unwanted grouping placing lomomotive on a station
With the change of making the locomotive stick to the station when placing it, if you place a locomotive on a station which is near another set of rolling stock it may join their train group depending on how close you place it (because the bounding boxes overlap), even though it shows as it will ...
- Sun May 14, 2017 9:44 pm
- Forum: Ideas and Suggestions
- Topic: Unessesary? reboots in relation to managing mods
- Replies: 4
- Views: 2501
Unessesary? reboots in relation to managing mods
In game, when you want to install a mod and update a current mod you there's no way around rebooting the game twice. I would be great if it rebooted only when exiting the mod managing screen. That's my two cents guys. Thanks
- Sat Apr 29, 2017 4:58 pm
- Forum: Ideas and Suggestions
- Topic: Save custom world presets / Custom map generator presets / Save/load map-exchange-string
- Replies: 80
- Views: 32580
- Mon Apr 24, 2017 7:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15] Error when starting the latest campaign mission
- Replies: 2
- Views: 2773
[0.15] Error when starting the latest campaign mission
Uploaded screenshot and log.
Saved right before I started and happened again when I retried. Thanks guys, you rock!
Saved right before I started and happened again when I retried. Thanks guys, you rock!