Search found 2260 matches
- 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...
- 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...
- 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...
- Thu Jul 06, 2023 10:03 am
- Forum: Duplicates
- Topic: [1.1.86] Crash when rocket silo has fluid recipe with no fluid boxes
- Replies: 1
- Views: 523
- 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...
- 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.
- Mon Jul 03, 2023 12:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.86] Crash on fast-replacing electric loader with fluid loader with different modes (FluidSystem::update)
- Replies: 2
- Views: 1336
Re: [1.1.86] Crash on fast-replacing electric loader with fluid loader with different modes (FluidSystem::update)
Thanks for the report. Issue is now fixed for 1.1.87
- 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.
- 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...
- 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.
- 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.
- 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 ...
- 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.
- 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.
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.
- 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...
- 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)
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)DerNickname01 wrote: ↑Fri Jun 23, 2023 3:38 pmI managed to repeat this crash on game Version 1.1.85 with these settings on the upgrade planner:
Upgrade crash.png
- 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...
- Fri Jun 16, 2023 11:08 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.84] Crash on pressing ESC (SoundMixerManager::updateVolume)
- Replies: 4
- Views: 1497
Re: [boskid][1.1.84] Crash on pressing ESC (SoundMixerManager::updateVolume)
Thanks for the report. Issue is now fixed for 1.1.85.
- 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)?
- 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...