Search found 177 matches

by Muppet9010
Thu Nov 28, 2019 10:16 pm
Forum: Minor issues
Topic: [0.17.78] Trivial smoke duration is 1 short
Replies: 2
Views: 166

Re: [0.17.78] Trivial smoke duration is 1 short

I gave up trying to re-produce the different effects and just changed to switch between an entity and a rendered animation to get the desired effect.
by Muppet9010
Thu Nov 28, 2019 9:04 pm
Forum: Minor issues
Topic: [0.17.78] Trivial smoke duration is 1 short
Replies: 2
Views: 166

[0.17.78] Trivial smoke duration is 1 short

In 0.16 a trivial smoke with a duration and frame_count of 1 would be present for 1 tick. If you created it via command with the game speed of 0 in map editor it appeared on the 1 tick forward movement from the command and then when you moved on 1 tick it would vanish. In 0.17 a duration & frame_cou...
by Muppet9010
Wed Nov 06, 2019 3:52 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.17.75] Crash with RollingStock wheels direction_count of 0
Replies: 3
Views: 393

Re: [0.17.75] Crash with RollingStock wheels direction_count of 0

thanks, corrected. value of 0 is what causes the crash.
by Muppet9010
Wed Nov 06, 2019 1:33 pm
Forum: Assigned
Topic: [kovarex] [0.17.75] Crash placing modified rail wagons
Replies: 1
Views: 216

Re: [0.17.75] Game Crash from placing modified rail wagons

from antidotal experience this seems to be related to the selection boxes, as if I make them smaller the crash doesn't occur.
by Muppet9010
Wed Nov 06, 2019 1:15 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.17.75] Crash with RollingStock wheels direction_count of 0
Replies: 3
Views: 393

[Rseding] [0.17.75] Crash with RollingStock wheels direction_count of 0

If you set RollingStock's wheel's direction_count to 0 the game crashes when you hover the RollingStock over a railway track and the game tries to draw the wheels. https://wiki.factorio.com/Prototype/RollingStock#wheels https://wiki.factorio.com/Types/RotatedSprite#direction_count data.lua code used...
by Muppet9010
Tue Nov 05, 2019 6:12 pm
Forum: Assigned
Topic: [kovarex] [0.17.75] Crash placing modified rail wagons
Replies: 1
Views: 216

[kovarex] [0.17.75] Crash placing modified rail wagons

I was placing some modified locamotives and cargo wagons in editor mode and the game crashed. They were being placed in a line using the auto connect placement feature. I placed into a train from front heading backwards a loco, wagon and clicked to place a second loco when it happened. I saw the 2nd...
by Muppet9010
Tue Nov 05, 2019 3:25 pm
Forum: Assigned
Topic: [kovarex] [0.17.75] RollingStock connection_distance applied inconsistently
Replies: 1
Views: 212

[kovarex] [0.17.75] RollingStock connection_distance applied inconsistently

If you mix railway carriages with different connection distances the separation distance is based on their facing to each other. If they are both facing the same direction then the leading carriage applies its connection distance and the trailing carriage value is ignored. If the direction of the ca...
by Muppet9010
Mon Oct 28, 2019 3:07 pm
Forum: Assigned
Topic: [Rseding91] [0.17.74] mass UnitGroup creation and deletion causes desync if stored in global table using #table
Replies: 4
Views: 368

[Rseding91] [0.17.74] mass UnitGroup creation and deletion causes desync if stored in global table using #table

If you create and destroy a lot of unit groups this can cause a desync in heavy mode. In a clean 0.17.74 vanilla game. Enable heavy mode (toggle-heavy-mode) Run the below script a few times (up to 5) and a desync will be reported. /c global.groups = global.groups or {} local surface = game.player.su...
by Muppet9010
Mon Oct 21, 2019 7:20 am
Forum: Assigned
Topic: [Oxyd] [0.17.72] Biters "repulsed" when attacking player
Replies: 2
Views: 328

Re: [Oxyd] [0.17.72] Biters "repulsed" when attacking player

I wondered (not tested) if this behaviour would increase UPS usage through unit command state changes, pathing requests to flee and then return when next triggered, ect. I.e. multiple waves hitting turrets sorrounded by wall. Would take small biters a while to chew through the wall layers and thus t...
by Muppet9010
Sat Oct 19, 2019 9:10 am
Forum: Assigned
Topic: [Oxyd] [0.17.72] Biters "repulsed" when attacking player
Replies: 2
Views: 328

[Oxyd] [0.17.72] Biters "repulsed" when attacking player

Noticed a strange thing when testing new biter behaviour post 0.17.70. If I make a large horde of small biters (50ish) and attract them to my player they close in on me and after a few seconds of being really compact they shoot off away from me to just wonder around. The player is wearing lots of sh...
by Muppet9010
Mon Aug 19, 2019 11:15 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.65] While catching up to an MP game some buttons do nothing
Replies: 7
Views: 2456

[Twinsen][0.17.65] While catching up to an MP game some buttons do nothing

While catching up to an MP game if I press escape to get to the in-game menu, the save and pause buttons do nothing when clicked. I see the click animation on them, but no outcome. I think the buttons should be either disabled or have a popup notice like the Mod Settings button does when used in thi...
by Muppet9010
Tue Aug 13, 2019 10:58 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.64]Crash when close button (x) clicked during waiting for desync map download
Replies: 1
Views: 474

[Twinsen][0.17.64]Crash when close button (x) clicked during waiting for desync map download

I know this is stretching it a bit, but though at least this way you get an explanation of what happened for the auto submitted crash log. Desynced in an MP game and while it was processing the desync to get the server's map copy for inclusion in the desync report I clicked the close button "X" on m...
by Muppet9010
Tue Aug 06, 2019 12:42 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.62] Can't reach menu while map downloading to generate a desync report
Replies: 1
Views: 745

[Twinsen] [0.17.62] Can't reach menu while map downloading to generate a desync report

When a desync has occurred and the client starts to download the map again they can not reach the menu by pressing escape. Effectively trapping you in the game until the map has re-downloaded and the desync report generated. On slower internet or very large maps this can take a long time. It seems t...
by Muppet9010
Mon Aug 05, 2019 11:22 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.62] Crash on save: "Count of indexed targeters doesn't match count of saved targetables"
Replies: 3
Views: 465

Re: [Rseding91] [0.17.62] Crash on save: "Count of indexed targeters doesn't match count of saved targetables"

Further to the discord discussion earlier. I've just tried running this save on a headless windows install of 0.17.62 on a secondary pc in my house. I can reproduce the server crash when the autosave runs after I connect to the server with my main pc. The attached save should skip basically all of t...
by Muppet9010
Mon Aug 05, 2019 10:10 pm
Forum: Technical Help
Topic: [0.17.62] Desync Report Character variation
Replies: 3
Views: 141

Re: [0.17.62] Desync Report Character variation

is the variation in serialisation expected/accepted or is it a bug?
by Muppet9010
Mon Aug 05, 2019 9:57 pm
Forum: Resolved Problems and Bugs
Topic: [posila][0.17.62] Crash loading save after removing mods
Replies: 1
Views: 454

[posila][0.17.62] Crash loading save after removing mods

When I try to load the attached save after disabling all but one of the mods the save previously had, the game crashes. Done it twice in succession to confirm. Full mod folder including disabled mods included for completeness. I was doing this to try and quickly identify which mod was causing oddnes...
by Muppet9010
Mon Aug 05, 2019 7:35 pm
Forum: Technical Help
Topic: [0.17.62] Desync Report Character variation
Replies: 3
Views: 141

[0.17.62] Desync Report Character variation

When I look at a desync report I've noticed that for a non broken mod there is variation in the reference and desynced script.dat files. It looks to be a serialisation variation that I don't recall ever noticing in older Factorio versions (early 0.17 or maybe 0.16). Not sure if it matters but the se...
by Muppet9010
Mon Aug 05, 2019 4:45 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.62] Crash on save: "Count of indexed targeters doesn't match count of saved targetables"
Replies: 3
Views: 465

[Rseding91] [0.17.62] Crash on save: "Count of indexed targeters doesn't match count of saved targetables"

When an MP server running "_autosave2" attempts to make the next auto save the server crashes with the attached errors. The autosave interval is 11 minutes. I have tried loading the server again from a copy of "_autosave2" and the game crashed with the same error on first autosave attempt. However, ...
by Muppet9010
Fri Jul 19, 2019 4:00 pm
Forum: Not a bug
Topic: [Oxyd] [0.17.56] Biter groups get stuck on cliffs and go idle
Replies: 15
Views: 735

Re: [Oxyd] [0.17.56] Biter groups get stuck on cliffs and go idle

this bug does see to have gone a bit off track. It was meant to highlight how the biters are prone to getting stuck on cliffs and likely other indestructible path blocking elements. And then they seemed to just give up after a while. If this is "accepted/expected" behaviour from the current mechanic...
by Muppet9010
Fri Jul 12, 2019 11:23 pm
Forum: Not a bug
Topic: [0.17.55] Filter stack inserter on circuit network does nothing
Replies: 7
Views: 296

Re: [0.17.55] Filter stack inserter on circuit network does nothing

yea you are correct. I redid the events fresh and I hadn't unticked the logistic network "Connect". Funny as a few experienced "smarts" people ingame looked at it and couldn't work out what was up either.

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