Search found 48 matches

by Cooldude2606
Sat Oct 19, 2019 9:22 pm
Forum: Duplicates
Topic: [0.17.72] Missing key in map-settings.example.json
Replies: 1
Views: 89

[0.17.72] Missing key in map-settings.example.json

After one of the previous updates we were unable to generate new maps from a scenario. We checked logs and saw that the prosess would termiate just after factorio was initialised. We recognised this as being a config error and so attempted to use the example files and found that the issue persisted....
by Cooldude2606
Thu Sep 19, 2019 3:54 pm
Forum: Releases
Topic: Version 0.17.69 - Stable 1
Replies: 45
Views: 15655

Re: Version 0.17.69

Added LuaPlayer::request_translation(). What is the purpose of this? I don't suppose one can save the string to a translated locale file so it can be shared with other players, so... huh? It can be used to search if a string is included in a translation for a player; for example if you have a set o...
by Cooldude2606
Sat Aug 10, 2019 6:28 am
Forum: Modding interface requests
Topic: Block map opening
Replies: 4
Views: 215

Re: Block map opening

Staplergun wrote:
Sat Aug 10, 2019 12:45 am
Isn't there a permission group to disable this?
Based on the documentation there is one for every gui but not for the map.
by Cooldude2606
Thu Jul 25, 2019 4:33 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.59] Force Auto Center Not Working
Replies: 1
Views: 366

[Rseding91] [0.17.59] Force Auto Center Not Working

TL;DR auto_center (which is ment to be "auto-center-on-resize") is named incorrectly and is misleading. LugGuiElement::force_auto_center() does not force an auto re-center. Re-Production All executed ingame with /c game.player.gui.screen.add{name='test',type='frame'} -- new frame in the top left ga...
by Cooldude2606
Thu Jul 25, 2019 2:40 pm
Forum: Releases
Topic: Version 0.17.59
Replies: 73
Views: 12852

Re: Version 0.17.59

Wow so many new gui related stuff; going to have some fun playing with these. Edit: I can not seam to get auto center to work; commands which I am running: game.player.gui.screen.add{name='test',type='frame'} game.player.gui.screen.test.auto_center -- returns false game.player.gui.screen.test.auto_c...
by Cooldude2606
Fri Jul 19, 2019 5:25 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 45271

Re: Friday Facts #304 - Small bugs; Big changes

The enlarged server description is nice; but name limits are still an issue when we use icons and colors. Also possible hint at tags being used for something? Talking with some server owners we found it hard to think of reasons not to use tags beyound: array vs string proformace; tag searching; or a...
by Cooldude2606
Sun Jun 30, 2019 2:28 pm
Forum: Modding interface requests
Topic: Block map opening
Replies: 4
Views: 215

Re: Block map opening

I was making a scenario where it would be easier to have all players on the same force but hide the map so that they dont know where other players are. It would have been easier as I had no reason to have every player on a different force in order to hide location and explored chunks.
by Cooldude2606
Sun Jun 30, 2019 1:43 pm
Forum: Modding interface requests
Topic: Block map opening
Replies: 4
Views: 215

Block map opening

Currently we are able to disable the mini map however there is no clear way to stop the main map from opening. Could we have open_map added to input actions so that we can disallow the action for a permission group? Since we have access to LuaPlayer::open_map and LuaPlayer::close_map would it be pos...
by Cooldude2606
Fri May 31, 2019 7:44 pm
Forum: Not a bug
Topic: [0.17.44] Non blocking save geting stuck on waiting to save
Replies: 2
Views: 204

Re: [0.17.44] Non blocking save geting stuck on waiting to save

Doesnt the line "changing state from(InGameSavingMap) to(InGame)" mean that it has finished saving, also the map never seams to finish saving if that is not the case since I have at times waited upwards of 10 minutes on that screen and the map is only a few megabytes big, plus many other players arn...
by Cooldude2606
Fri May 31, 2019 5:16 pm
Forum: Not a bug
Topic: [0.17.44] Non blocking save geting stuck on waiting to save
Replies: 2
Views: 204

[0.17.44] Non blocking save geting stuck on waiting to save

I have as erver which has non blokcing save enabled but from time to time when I try to connect it will get stuck on "waiting for the server to save the map" when I look at the log for the server it seams like it might be saving the map before my client is ready to recive it, see log extracts below ...
by Cooldude2606
Thu May 30, 2019 4:51 pm
Forum: Minor issues
Topic: [0.17.44] Auto launch does not trigger gui update
Replies: 1
Views: 189

[0.17.44] Auto launch does not trigger gui update

When changing auto launch using a script or commands using LuaEntity.auto_launch it will not cause the checkbox inside the rocket silo gui to update. The checkbox will update only when the gui is reopened. However the checkbox will still set the correct state when used; ie. when the checkbox shows t...
by Cooldude2606
Tue May 28, 2019 2:58 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] Having an unpadded button in the left top will cause the hover to trigger when losing window focus
Replies: 2
Views: 488

Re: [kovarex] Having an unpadded button in the left top will cause the hover to trigger when losing window focus

I have found that it doesnt even need to be a loss of focus, I have a duel monitor setup and even when the game is focused if my mouse is on the other screen then it will act at 1,1. I saw that it was at 1,1 by enabling crtl+f6 and seeing that the mod_gui_button_flow was being selected by the debug ...
by Cooldude2606
Mon May 27, 2019 8:18 pm
Forum: Already exists
Topic: Access to if a rocket silo has a completed rocket
Replies: 1
Views: 173

Access to if a rocket silo has a completed rocket

The rocket_parts can be used to find the progress towards a rocket however when it has been complete it resets to 0 so there isnt really a way to test if there is a rocket in it or not. So could we have read access to the rocket silo status?
by Cooldude2606
Mon May 27, 2019 4:51 pm
Forum: Implemented mod requests
Topic: Access to auto-launch for rocket silo.
Replies: 1
Views: 162

Access to auto-launch for rocket silo.

Could we have read-write access to the auto-launch feature on rocket silos as I wanted to make a gui that allows admins to toggle the auto-launch without needing to walk over to the entity.
by Cooldude2606
Mon May 20, 2019 9:39 pm
Forum: Duplicates
Topic: [0.17.41] Relative paths with require
Replies: 1
Views: 88

[0.17.41] Relative paths with require

I am unsure if this is a bug, it may be how lua works however you also altered the require function which is why I am unsure. While requiring files using relative paths I came accross a bug in my code however I found the cause to be because of lua's package cache; you may already know but require st...
by Cooldude2606
Sun May 12, 2019 1:20 pm
Forum: Duplicates
Topic: [Dominik][0.17.38] Crash due to assember fluid box
Replies: 1
Views: 184

[Dominik][0.17.38] Crash due to assember fluid box

Our server has crashed twise now with this save; from the stacktrace it seams to be related to a fulid box of an assembling machine. Full log is attached and save file can be found at: Server Save File #0 0x0000000000c861ad in std::__uniq_ptr_impl<LoggerFileWriteStream, std::default_delete<LoggerFil...
by Cooldude2606
Fri May 10, 2019 10:04 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.38] Not Helpful Crash Message
Replies: 4
Views: 453

Re: [0.17.38] Not Helpful Crash Message

Add this code to the control.lua and it will cause the error with no stack trace, you can change the error({}) to error('foo') and see that a stack trace is produced and that is only when log is given an empty table that no stack trace is produced. local function log_errors(callback) local success, ...
by Cooldude2606
Fri May 10, 2019 7:38 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.38] Not Helpful Crash Message
Replies: 4
Views: 453

Re: [0.17.38] Not Helpful Crash Message

Update: after reading through more code I found that the point I made about escaping the pcall was not true and that the error was caused by pcall returning the table which I raised with error. The reason it crashed was because log was called with a empty table (outside the pcall) however a stack tr...
by Cooldude2606
Fri May 10, 2019 6:57 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.38] Not Helpful Crash Message
Replies: 4
Views: 453

[Rseding91] [0.17.38] Not Helpful Crash Message

Was busy making a scenario when an update must have broken something; I check log for details for where I was casuing an error but nothing of use was included: 1002.674 Error MainLoop.cpp:1173: Exception at tick 0: Unable to parse LocalisedString: given table is empty. 1002.674 Error ServerMultiplay...
by Cooldude2606
Tue Apr 30, 2019 5:19 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.34] Server crash after user deletes blueprint
Replies: 4
Views: 620

Re: [0.17.34] Server crash after user deletes blueprint

After finding the other thread i read: "Your steps say something about "The Complete Belt Series: Yellow, Part 1" blueprint book yet no save is provided" So here is a link to one of the saves: Map save for factorio-previous-server-one.log (this save were taken after the time of the crash; file is al...

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