Search found 2260 matches

by boskid
Fri Jul 21, 2023 9:18 pm
Forum: Modding interface requests
Topic: Extending usefulness of linked inventory (and script inventory)
Replies: 1
Views: 706

Re: Extending usefulness of linked inventory (and script inventory)

I am mostly skipping through the content Inventories are not targetable, LuaInventory has to be binding to some concept that is targetable and has inventories. If you obtain inventory by querying LuaEntity, the LuaInventory will be binding to an entity and it becomes invalid when entity is destroyed...
by boskid
Wed Jul 19, 2023 8:41 am
Forum: Fixed for 2.0
Topic: [1.1.87] Freeze at specific time
Replies: 12
Views: 41457

Re: Always freeze at the same timing.

Congratulations, you have reached a max tick value of a given save file. We never assumed a single save file would be played long enough to overflow a uint32_t tick counter and your save file is basically at that tick. The primary reason for this freeze is a transport belts remerge logic which sched...
by boskid
Fri Jul 07, 2023 7:38 pm
Forum: Not a bug
Topic: Blueprint blocks transport belt
Replies: 6
Views: 1258

Re: Blueprint blocks transport belt

Your bug report is based on fundamentally incorrect assumption that it is the "blueprint" (entity ghost) that is causing the observed behavior while its not that. Items stop flowing because a transport belt is marked to be deconstructed. When a belt is marked to be deconstructed, it must s...
by boskid
Wed Jul 05, 2023 12:10 pm
Forum: Technical Help
Topic: [1.1.80] All saves corrupted. "Invalid bool loaded from input file. File could be corrupted."
Replies: 6
Views: 865

Re: [1.1.80] All saves corrupted. "Invalid bool loaded from input file. File could be corrupted."

So in this save file there is an invalid byte at position 229633206. This byte is part of InserterControlBehavior for stack-filter-inserter at a position {90.5, 1093.5} at a surface "Everglade". It says that circuitReadHandContents == true(32). I changed that byte to 0 so that inserter wil...
by boskid
Tue Jul 04, 2023 6:54 am
Forum: Duplicates
Topic: [1.1.80] Crash Report (Commandable::findDistraction)
Replies: 2
Views: 442

Re: [1.1.80] Crash Report (Commandable::findDistraction)

Duplicate 105935. Fix is currently only available in the experimental branch so you can either switch to experimental or wait until experimental becomes stable.
by boskid
Mon Jul 03, 2023 11:41 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.80] fast-insert (drop) drops-through ghosts targets
Replies: 6
Views: 2217

Re: [boskid][1.1.80] fast-insert (drop) drops-through ghosts targets

Thanks for the report. Issue should be now fixed for 1.1.87.
by boskid
Mon Jul 03, 2023 10:59 am
Forum: Minor issues
Topic: [1.1.80] Incorrect number of shots needed to destroy entities
Replies: 2
Views: 749

Re: [1.1.80] Incorrect number of shots needed to destroy entities

I am really not sure how important is this to be fixed, i could add an epsilon on the health condition to make entity die if the health drops below 0.01 or some other small number. Right now entity only dies when the health drops exactly to a value of 0 while being damaged and the behavior you see i...
by boskid
Mon Jul 03, 2023 10:31 am
Forum: Not a bug
Topic: [1.1.86] Crash loading save
Replies: 1
Views: 556

Re: [1.1.86] Crash loading save

Thanks for the report however this is not a Factorio bug. The game becomes frozen because of the WaterAsAResource mod which is stuck inside of its on_nth_tick handler for N=6, specifically it freezes inside of `DepleatedWaterArea` function when it called `BackToFrontEdge` function.
by boskid
Fri Jun 30, 2023 4:58 am
Forum: Duplicates
Topic: Reproducible crash when downgrading ghost entities (modded, save attached)
Replies: 2
Views: 558

Re: Reproducible crash when downgrading ghost entities (modded, save attached)

Marking this as a duplicate, this issue was fixed in 1.1.86 while your save file is from 1.1.85.
by boskid
Wed Jun 28, 2023 11:19 am
Forum: 1 / 0 magic
Topic: [1.1.77] Desync
Replies: 1
Views: 913

Re: [1.1.77] Desync

I have no idea how to proceed with this, there are 2 completly separate desyncs visible there, one is related to fluidbox min_temperature and max_temperature where there is a floating point number desync in at least 2 separate fluid systems, server had -3.4e+38 while client had -inf suggesting some ...
by boskid
Wed Jun 28, 2023 10:32 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.80] Ghosts prevent enemy expansion
Replies: 2
Views: 1573

Re: [boskid][1.1.80] Ghosts prevent enemy expansion

Thanks for the report. Issue is now fixed for 1.1.86.
by boskid
Sun Jun 25, 2023 10:34 pm
Forum: Ideas and Suggestions
Topic: Mods shouldn't disable Steam achievements
Replies: 11
Views: 7031

Re: Mods shouldn't disable Steam achievements

No.

Its a hard problem to decide if a given mod makes it easier or absurdly trivial to gain certain achievements so in general we just disable steam achievement tracking when mods are enabled.
by boskid
Sat Jun 24, 2023 11:45 am
Forum: Modding help
Topic: Create_entity - Item Help [Solved]
Replies: 3
Views: 668

Re: Create_entity - Item Help

When an item is on the surface, its actually an entity of prototype type `item-entity` that is created and registered on the surface. It holds a stack of items it represents and when being drawn it draws the item so it appears to be an item on ground. You want to create an instance of `item-on-groun...
by boskid
Fri Jun 23, 2023 4:57 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.83] Crash downgrading with upgrade planner (FluidBoxManager check fails)
Replies: 5
Views: 1784

Re: [boskid][1.1.83] Crash downgrading with upgrade planner (FluidBoxManager check fails)

DerNickname01 wrote:
Fri Jun 23, 2023 3:38 pm
I managed to repeat this crash on game Version 1.1.85 with these settings on the upgrade planner:
Upgrade crash.png
I know, its already fixed for 1.1.86. There were 2 cases and i managed to identify the wrong one (fast replace downgrade vs upgrade planner downgrade)
by boskid
Sun Jun 18, 2023 11:02 am
Forum: Resolved Problems and Bugs
Topic: [1.1.83] Changed 'Craft' keybind is also used in assembly machines
Replies: 6
Views: 2305

Re: [1.1.83] Changed 'Craft' keybind is also used in assembly machines

I see that indeed there was a behavior change here. In 1.1.80 when i have craft, craft5 and craftAll bindings cleared, i can still select a recipe using AssemblingMachineSelectRecipeGui while not being able to craft using controller gui, however in 1.1.85 it is not possible to select recipe using As...
by boskid
Thu Jun 15, 2023 1:29 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][for 1.2][1.1.70] Fluidbox filters are ignored by crafting machines (except when they aren't)
Replies: 6
Views: 1868

Re: [boskid][for 1.2][1.1.70] Fluidbox filters are ignored by crafting machines (except when they aren't)

Great, do you have any remaining issues in this topic that i missed here or can i mark this topic as "Resolved" (not in 1.2)?
by boskid
Thu Jun 15, 2023 1:28 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.83] Crash downgrading with upgrade planner (FluidBoxManager check fails)
Replies: 5
Views: 1784

Re: [boskid][1.1.83] Crash downgrading with upgrade planner (FluidBoxManager check fails)

Thanks for the report. Issue is now fixed for 1.1.85. Story behind the issue is relatively short, when fixing https://forums.factorio.com/106428 i backported some changes without other changes and it was possible to downgrade a ghost of assembling-machine-2 with electric-engine-unit recipe set to as...

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