Search found 167 matches

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: 2235

[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: 346

[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: 620

[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: 328

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: 101

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: 328

[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: 101

[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: 328

[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: 566

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: 206

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.
by Muppet9010
Fri Jul 12, 2019 10:30 pm
Forum: Not a bug
Topic: [Oxyd] [0.17.56] Biter groups get stuck on cliffs and go idle
Replies: 15
Views: 566

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

This save is from a biter battles (Mewmew) tonight. If you look north there are many groups of biters that were sent by the scenario at the north's silo, but got "stuck". The biters were formed in to an attack group at near their spawners and then given an attack move command at the silo I believe. ...
by Muppet9010
Fri Jul 12, 2019 3:03 pm
Forum: Not a bug
Topic: [0.17.55] Filter stack inserter on circuit network does nothing
Replies: 7
Views: 206

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

Hmm I need to reproduce this from scratch then as in the GUI it showed the circuit network with options set, not logistic network. I believed I had disconnected it from the logistics network, which was connected before the circuit network was used.
by Muppet9010
Fri Jul 12, 2019 12:25 am
Forum: Not a bug
Topic: [0.17.55] Filter stack inserter on circuit network does nothing
Replies: 7
Views: 206

[0.17.55] Filter stack inserter on circuit network does nothing

A filter stack inserter connected to a circuit network and configured to "Set filters" no longer reacts to positive circuit signals. It just sits there idle. The below blueprint doesn't activate the filter stack inserter. Capture.PNG Blueprint string of setup: 0eNqtU9tuwjAM/Rc/J1LDZaD+yoSiXgxYtEmVuA...
by Muppet9010
Tue Jul 09, 2019 2:40 pm
Forum: Resolved Problems and Bugs
Topic: [17.55] Crash after update
Replies: 6
Views: 160

Re: [17.55] Crash after update

Same issue when going from .54 to .55. However, I did get the .54 to .55 changelog shown on the following manual start of the game.
I also had the issue going from .53 to .54. Not sure if OP did?
by Muppet9010
Mon Jul 08, 2019 6:37 pm
Forum: Modding interface requests
Topic: Add radius to LuaSurface.destroy_decoratives() and LuaSurface.find_decoratives_filtered()
Replies: 1
Views: 85

Add radius to LuaSurface.destroy_decoratives() and LuaSurface.find_decoratives_filtered()

Add an optional radius argument to LuaSurface.destroy_decoratives() and LuaSurface.find_decoratives_filtered() for use with position to get/destroy all decoratives within a radius of a point. Similar to how radius functions in LuaSurface.find_entities_filtered() Use case is for deleting all decorati...
by Muppet9010
Mon Jul 08, 2019 6:12 pm
Forum: Resolved Problems and Bugs
Topic: [posila][0.17.54] Setting FireFlame prototype's spread_delay_deviation to less than 2 crashes the game
Replies: 2
Views: 349

[posila][0.17.54] Setting FireFlame prototype's spread_delay_deviation to less than 2 crashes the game

Setting FireFlame prototype's spread_delay_deviation to less than the value of 2 crashes the game when the fire entity is created in Editor mode and the game is running (not speed paused).
https://wiki.factorio.com/Prototype/Fir ... _deviation
by Muppet9010
Wed Jul 03, 2019 10:50 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.53] Mod settings field highlighting doesn't clear on focus loss
Replies: 1
Views: 1219

[kovarex] [0.17.53] Mod settings field highlighting doesn't clear on focus loss

In the mod settings GUI when you highlight the contents of a text field and click on to another field the highlighting of the first field isn't removed. Capture.PNG In the attached example I: clicked in to a text field selected the text in the field clicked on to the next field and repeated In this ...
by Muppet9010
Mon Jul 01, 2019 12:18 am
Forum: Modding interface requests
Topic: Add a way to hide item usage by a rocket silo from stats
Replies: 0
Views: 84

Add a way to hide item usage by a rocket silo from stats

At present the items sent in a rockets inventory and the items that are created in the rocket silos result inventory can't be hidden from production stats like a recipe in an assembling machine can be. As suggestions I think this could be resolved by either: New attributes on an item prototype to hi...
by Muppet9010
Mon Jun 24, 2019 9:34 pm
Forum: Modding interface requests
Topic: Add on_research_cancelled event
Replies: 0
Views: 74

Add on_research_cancelled event

Can we add an on_research_cancelled event that includes which research was cancelled. It should be called for both the current research and for ones in the queue. My use case is I react to the number of a specific infinite research being done/queued in relation to an ingame maximum. When there is as...
by Muppet9010
Sun Jun 23, 2019 10:10 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.50] "Undiscovered" technologies can be researched
Replies: 1
Views: 391

[0.17.50] "Undiscovered" technologies can be researched

If I disable an infinite technology which has the "visible_when_disabled" property as true it appears in the list as I'd expect, however it can still be researched if clicked when in normal gameplay mode (non editor). The technology is listed as "undiscovered" and has no background color implying it...

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