TL;DR Crash to desktop when a car hits an entity which has zero health.
Reproduction
Place an entity such as a lamp. Set health to 0 with "/c game.player.selected.health = 0"
Place a car, add fuel, and enter it.
Drive the car into the lamp.
Crash to desktop.
(Save file attached for this ...
Search found 108 matches
- Fri Jan 24, 2025 3:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.32] Crash on car hitting 0 health entity "Car.cpp:603: Branch expected not te be reachable"
- Replies: 1
- Views: 590
- Fri Jan 10, 2025 5:55 pm
- Forum: Resolved Requests
- Topic: [2.0.28] Type mismatch between generate_event_name and raise_event
- Replies: 1
- Views: 309
Re: [2.0.28] Type mismatch between generate_event_name and raise_event
The suggested change was implemented in 2.0.29
- Mon Dec 30, 2024 7:53 pm
- Forum: Modding interface requests
- Topic: [2.0] (re)add LuaEntity::auto_launch
- Replies: 1
- Views: 298
Re: [2.0] (re)add LuaEntity::auto_launch
+1 on this request.
I have a GUI which displays the rocket progress and auto launch state for all silos, with a button to toggle the state directly from the GUI. This feature is now broken with no 2.0 equivalent in the API.
I have a GUI which displays the rocket progress and auto launch state for all silos, with a button to toggle the state directly from the GUI. This feature is now broken with no 2.0 equivalent in the API.
- Tue Dec 24, 2024 1:28 pm
- Forum: Resolved Requests
- Topic: [2.0.28] Type mismatch between generate_event_name and raise_event
- Replies: 1
- Views: 309
[2.0.28] Type mismatch between generate_event_name and raise_event
TL:DR The output type of LuaBootstrap::generate_event_name can not be given as input to LuaBootstrap::raise_event.
The return type of LuaBootstrap::generate_event_name is "defines.events"
The input type of LuaBootstrap::raise_event is "uint or string"
This works at runtime but the types are not ...
The return type of LuaBootstrap::generate_event_name is "defines.events"
The input type of LuaBootstrap::raise_event is "uint or string"
This works at runtime but the types are not ...
- Wed Dec 04, 2024 12:01 am
- Forum: Modding interface requests
- Topic: Add whitelist changes to console log
- Replies: 0
- Views: 136
Add whitelist changes to console log
Currently ban/unban/promote/demote all have actions within the console log however changes to the whitelist do not. This makes it more challenging to sync changes to the whitelist between servers. My current process used for ban syncing is: tail console log -> see [BAN] or [UNBANNED] -> send rcon ...
- Thu Nov 21, 2024 10:21 pm
- Forum: Minor issues
- Topic: [0.16.12] Traceback via pcall
- Replies: 4
- Views: 2462
Re: [0.16.12] Traceback via pcall
[2.0]
As of 2.0, all stack traces from scenario code are prefixed with "__level__" and so are now consistent between server and clients. This is also true for any errors which result from core lualibs or mods, their stack traces will be prefixed with their name and be consistent between server and ...
As of 2.0, all stack traces from scenario code are prefixed with "__level__" and so are now consistent between server and clients. This is also true for any errors which result from core lualibs or mods, their stack traces will be prefixed with their name and be consistent between server and ...
- Thu Nov 21, 2024 9:48 pm
- Forum: Ideas and Suggestions
- Topic: Server Config: allow_edit_config
- Replies: 1
- Views: 725
Re: Server Config: allow_edit_config
[2.0]
This is now possible with the "defines.input_action.change_multiplayer_config" permission. It will prevent a player from using "/config" to open the server config gui, using "/config set <name>" to change a config value, or using "/config get <name>" to view the config. Can be moved to ...
This is now possible with the "defines.input_action.change_multiplayer_config" permission. It will prevent a player from using "/config" to open the server config gui, using "/config set <name>" to change a config value, or using "/config get <name>" to view the config. Can be moved to ...
- Thu Nov 21, 2024 9:25 pm
- Forum: Modding interface requests
- Topic: Block map opening
- Replies: 5
- Views: 2103
Re: Block map opening
[2.0]
This is now possible with the "defines.input_action.remote_view_surface" permission. It will prevent remote view (the new map) from opening when tab or the minimap is pressed. Can be moved to implemented requests unless there is an edge case where remote view can still be opened.
This is now possible with the "defines.input_action.remote_view_surface" permission. It will prevent remote view (the new map) from opening when tab or the minimap is pressed. Can be moved to implemented requests unless there is an edge case where remote view can still be opened.
- Wed Nov 20, 2024 11:34 pm
- Forum: Documentation Improvement Requests
- Topic: [2.0.20] ItemStackDefinition.quality should be QualityID
- Replies: 0
- Views: 200
[2.0.20] ItemStackDefinition.quality should be QualityID
The type of "ItemStackDefinition.quality" is currently "string" but it should be "QualityID" (string or prototype).
All of the following commands work, showing that both string and prototype are accepted by "ItemStackDefinition.quality":
(params are of type "ItemStackIdentification ...
All of the following commands work, showing that both string and prototype are accepted by "ItemStackDefinition.quality":
(params are of type "ItemStackIdentification ...
- Wed Nov 06, 2024 3:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.14] Invalid bool, Client side only.
- Replies: 1
- Views: 1282
[Rseding91] [2.0.14] Invalid bool, Client side only.
TL;DR The following save can be loaded on a server (headless and normal) but can not be loaded by clients.
This was initially discovered as a desync on a deadicated headless server running Ubuntu. Following the common steps for getting a clean desync report, I ran "/c game.tick_paused = true" and ...
This was initially discovered as a desync on a deadicated headless server running Ubuntu. Following the common steps for getting a clean desync report, I ran "/c game.tick_paused = true" and ...
- Mon Nov 04, 2024 12:37 pm
- Forum: Modding interface requests
- Topic: Read access for createdByCorpse on entity ghosts
- Replies: 0
- Views: 166
Read access for createdByCorpse on entity ghosts
I want to be able to get all entity ghosts in an area that were created by an entity being destroyed and not from a blueprint or other player created ghost. In 1.1 I would use "ghost.time_to_live ~= 4294967295" to test if the ghost would expire; ghosts no longer expire in 2.0 so I can not use this ...
- Fri Nov 01, 2024 10:26 pm
- Forum: Ideas and Suggestions
- Topic: Admin list command in the same format as whitelist and banlist
- Replies: 0
- Views: 132
Admin list command in the same format as whitelist and banlist
TL;DR Currently there is no way to check (via the console) if someone will be promoted to admin when they join the game if they have not joined previously. My suggestion is to extend "/admins [online]" to "/admins [online/add/remove/get/clear] [username]" which is the same format as "/banlist" and ...
- Fri Oct 25, 2024 10:06 pm
- Forum: Pending
- Topic: [2.0.10] Multiplayer desync
- Replies: 4
- Views: 480
Re: [2.0.10] Multiplayer desync
Server owner here, firstly thanks so much for investigating this live; next I'll provide some context while its fresh in case it ever comes up again.
Through out the day there were three periods of constant desync on join:
- The first two reports here are from the first period, it was resolved with ...
Through out the day there were three periods of constant desync on join:
- The first two reports here are from the first period, it was resolved with ...
- Thu Oct 24, 2024 7:24 pm
- Forum: Duplicates
- Topic: [2.0.10] Crash ConstructionRobot::finishEquipmentDelivery
- Replies: 1
- Views: 271
[2.0.10] Crash ConstructionRobot::finishEquipmentDelivery
TL;DR Our server crashed, cause unknown, only context I have is that it was shortly after Gelba was attacked. Had at least 15 players online so I can't talk on what each one was doing.
Save File: https://archive.explosivegaming.nl/other/crash_2024_10_24.zip (Warning: 151MB)
0.000 2024-10-24 16 ...
Save File: https://archive.explosivegaming.nl/other/crash_2024_10_24.zip (Warning: 151MB)
0.000 2024-10-24 16 ...
- Tue Oct 22, 2024 5:52 pm
- Forum: Not a bug
- Topic: [2.0.8] Out of fuel train with reserved path
- Replies: 2
- Views: 254
[2.0.8] Out of fuel train with reserved path
TL;DR Train has reserved a path through a block and the signals are yellow. The train then runs out of fuel and comes to a stop before entering the block, but the path remains reserved and is preventing other trains from entering the block.
Reproduction
1) Load this save file (110MB, self hosted ...
Reproduction
1) Load this save file (110MB, self hosted ...
- Mon Oct 21, 2024 9:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.7] Unable to confirm server config
- Replies: 1
- Views: 758
[2.0.7] Unable to confirm server config
TL;DR when accessing the server config from in game using /config, I am not able to confirm the changes because the button does not appear.
Reproduction
1) Be admin on the server
2) Use /config
3) GUI extends past the bottom of the screen, no confirm button present, moving the GUI upwards shows ...
Reproduction
1) Be admin on the server
2) Use /config
3) GUI extends past the bottom of the screen, no confirm button present, moving the GUI upwards shows ...
- Sat Oct 19, 2024 4:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.6] Failed Translation Request
- Replies: 1
- Views: 561
[Genhis][2.0.6] Failed Translation Request
TL;DR LuaPlayer.request_translation will fail if the locale string contains empty strings.
Reproduction
1) Setup the files for minimal reproduction, see below.
2) Run the first command, it will output "foo:bar:baz" and "translated" is true.
3) Run the second command, it will output "foo::baz" but ...
Reproduction
1) Setup the files for minimal reproduction, see below.
2) Run the first command, it will output "foo:bar:baz" and "translated" is true.
3) Run the second command, it will output "foo::baz" but ...
- Thu Oct 17, 2024 8:57 pm
- Forum: Not a bug
- Topic: [1.1.107] Player being renamed on load
- Replies: 3
- Views: 850
Re: [1.1.107] Player being renamed on load
it will change the name of the player.
In which case this is still a bug because in step 4 of my previous message, it does not change the name of the player when loading in single player.
(Now running on 1.1.110)
To describe more clearly:
1) "Host new game" (freeplay)
2) "Save game" as "A"
3 ...
- Tue Oct 01, 2024 3:41 pm
- Forum: Modding interface requests
- Topic: Make current lifecycle stage accessible
- Replies: 8
- Views: 768
Re: Make current lifecycle stage accessible
What methods do you have that you need to call in both on_load and on_init that would change their behavior based on what game stage they detect? Why do they need to be in the same method?
You have the wrong idea. My methods are not changing their behaviour, I am wanting to raise an error ...
- Mon Sep 30, 2024 9:39 am
- Forum: Modding interface requests
- Topic: Make current lifecycle stage accessible
- Replies: 8
- Views: 768
Re: Make current lifecycle stage accessible
Not sure I understand the problem correctly, but I think we already can do this:
Global table 'data' exists only during data stage: "assert(data and true or false)"
Global table 'script' exists only after the data stage has finished, as soon as control.lua is loaded: "assert(script and not ...