Search found 3895 matches
- Tue May 20, 2025 9:09 pm
- Forum: Bug Reports
- Topic: [2.0.51] Crash destroying player while on space platform
- Replies: 1
- Views: 135
Re: [2.0.51] Crash destroying player while on space platform
I see, it looks to be specifically when character inside of a hub is destroyed.
- Mon May 19, 2025 9:06 pm
- Forum: Gameplay Help
- Topic: Recycler with quality, output full except it's not
- Replies: 2
- Views: 191
Re: Recycler with quality, output full except it's not
Recycler rolled products of quality different than normal and now it tries to insert them into product inventory. Items of different quality do not combine together and we intentionally only ever put products in their corresponding product slots for performance reasons.
- Mon May 19, 2025 10:36 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.50] Crash loading a space age save in non space-age game (SegmentedUnitController::computeActivityMode)
- Replies: 1
- Views: 93
Re: [2.0.50] Crash loading a space age save in non space-age game (SegmentedUnitController::computeActivityMode)
Thanks for the report. I am aware of this issue and it was already fixed for 2.0.51.
- Mon May 19, 2025 3:58 am
- Forum: Resolved for the next release
- Topic: [2.0.47] Hatched Biters hovering in front of space ship
- Replies: 2
- Views: 227
Re: [2.0.47] Hatched Biters hovering in front of space ship
Looks like eggs hatched while being delivered by the cargo pods, position where those biters are roughly aligns with the trajectory of cargo pods. I think spoil to trigger may need to be blocked when in cargo pod to avoid this issue from reappering.
- Mon May 19, 2025 3:53 am
- Forum: Duplicates
- Topic: [2.0.50] Crash when shift-clicking Train Stop from zoomed-in train remote view when map editor is enabled
- Replies: 1
- Views: 141
- Sun May 18, 2025 1:57 pm
- Forum: Not a bug
- Topic: [2.0.47] Boolean returned by teleport does not represent Success.
- Replies: 6
- Views: 210
Re: [2.0.47] Boolean returned by teleport does not represent Success.
Spacedestructor-Momentum-Fork_1.0.0/Scripts/EventHandlers/Tick.lua line 230 seems to be interfering.
Teleport Success: true
Teleported "[LuaEntity: character-corpse at [gps=46.9,-32.7]]" from {x = 45.2421875, y = -32.5} to {x = 46.9375, y = -32.71875}
228.871 Script @__Spacedestructor-Momentum ...
Teleport Success: true
Teleported "[LuaEntity: character-corpse at [gps=46.9,-32.7]]" from {x = 45.2421875, y = -32.5} to {x = 46.9375, y = -32.71875}
228.871 Script @__Spacedestructor-Momentum ...
- Sun May 18, 2025 1:32 pm
- Forum: Not a bug
- Topic: [2.0.47] Boolean returned by teleport does not represent Success.
- Replies: 6
- Views: 210
Re: [2.0.47] Boolean returned by teleport does not represent Success.
So there is no reproduction i could take a look?
-- edit:
I did a quick check on a fresh save file:
/c
storage.corpse = game.surfaces.nauvis.create_entity{name="character-corpse", position={0,0}, force="player"}
script.on_event(defines.events.on_tick, function(e)
storage.corpse.teleport ...
-- edit:
I did a quick check on a fresh save file:
/c
storage.corpse = game.surfaces.nauvis.create_entity{name="character-corpse", position={0,0}, force="player"}
script.on_event(defines.events.on_tick, function(e)
storage.corpse.teleport ...
- Sun May 18, 2025 11:58 am
- Forum: Modding interface requests
- Topic: Making it easier to clean up changed LuaPlayer::zoom_limits
- Replies: 2
- Views: 121
Re: Making it easier to clean up changed LuaPlayer::zoom_limits
I am not seeing anything here that is specific to zoom_limits. The same would happen if you have a mod that makes all placed entities not rotatable and you remove that mod - settings that are persisted on game objects remain on the game objects, and we will not do any attempts at tracking which ...
- Sun May 18, 2025 11:50 am
- Forum: Bug Reports
- Topic: [2.0.47] Not able to place rail signals on track segment.
- Replies: 1
- Views: 135
Re: [2.0.47] Not able to place rail signals on track segment.
Hm... That is really interesting corner case. I see exactly where this issue comes from and it may be slightly annoying to fix in a reliable way.
Core of the issue starts at [gps=236.8,-74.4,fulgora]:
05-18-2025, 13-38-11.png
This visualisation for placing signals on the left or right side is a ...
Core of the issue starts at [gps=236.8,-74.4,fulgora]:
05-18-2025, 13-38-11.png
This visualisation for placing signals on the left or right side is a ...
- Sun May 18, 2025 11:24 am
- Forum: Not a bug
- Topic: [2.0.47] Boolean returned by teleport does not represent Success.
- Replies: 6
- Views: 210
Re: [2.0.47] Boolean returned by teleport does not represent Success.
Please provide full reproduction steps or more accurately point at part of log that shows the failure to teleport the corpses.
I am not seeing any issues here:
Teleport Success: true
Teleported "[LuaEntity: character-corpse at [gps=46.9,-32.7]]" from {x = 45.2421875, y = -32.5} to {x = 46.9375, y ...
I am not seeing any issues here:
Teleport Success: true
Teleported "[LuaEntity: character-corpse at [gps=46.9,-32.7]]" from {x = 45.2421875, y = -32.5} to {x = 46.9375, y ...
- Sat May 17, 2025 7:26 pm
- Forum: 1 / 0 magic
- Topic: [2.0.47] Crash (Generator::update)
- Replies: 8
- Views: 374
Re: [2.0.47] Crash (Generator::update)
I am trying to reproduce any crashes using provided save file and all mods it has enabled in it, and so far i got no crashes on either of my 2 computers. Can you provide a specific save file where i would be able to reproduce this crash? Something like a save file that is known to crash within a ...
- Sat May 17, 2025 3:08 pm
- Forum: Duplicates
- Topic: [2.0.50] Crash when Pasting inserter configuration on remote view (processEditorSetCloneBrushDestination)
- Replies: 1
- Views: 131
Re: [2.0.50] Crash when Pasting inserter configuration on remote view (processEditorSetCloneBrushDestination)
Thanks for the report. This is a duplicate of 128840
- Sat May 17, 2025 11:44 am
- Forum: Not a bug
- Topic: [2.0.50] "same-force" flag in SelectionModeData mode does not work
- Replies: 2
- Views: 152
Re: [2.0.50] "same-force" flag in SelectionModeData mode does not work
Thanks for the report. Answer provided by Pi-C is accurate: you need to specify "any-entity" for the selection tool to work.
Extended explanation involves describing some implementation details that may need to be added to documentation given that it happened to not be obvious. There are ...
Extended explanation involves describing some implementation details that may need to be added to documentation given that it happened to not be obvious. There are ...
- Fri May 16, 2025 1:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.50] Crash when trying to deconstruct Inserter (PlayerInputSource::processEditorSetCloneBrushSource)
- Replies: 4
- Views: 573
Re: [boskid][2.0.50] Crash when trying to deconstruct Inserter (PlayerInputSource::processEditorSetCloneBrushSource)
Thanks for the report. Issue is now fixed for 2.0.51.
This issue is a consequence of a change that was done for 2.0.50 because i was often annoyed when opening locomotive gui that i was unable to "tick once" when i was in editor: the change was that even if a player is in remote view but physically ...
This issue is a consequence of a change that was done for 2.0.50 because i was often annoyed when opening locomotive gui that i was unable to "tick once" when i was in editor: the change was that even if a player is in remote view but physically ...
- Fri May 16, 2025 12:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.50] Crash when trying to deconstruct Inserter (PlayerInputSource::processEditorSetCloneBrushSource)
- Replies: 4
- Views: 573
Re: [2.0.50] Crash when trying to deconstruct Inserter (PlayerInputSource::processEditorSetCloneBrushSource)
Were you using an editor and then operating with the map through a remote view?
- Wed May 14, 2025 12:14 pm
- Forum: Not a bug
- Topic: [2.0.49] hard crash to desktop when creating & raising entity in entity created events
- Replies: 4
- Views: 247
Re: [2.0.49] hard crash to desktop when creating & raising entity in entity created events
This crash was caused by game doing what your script asked for and it asked for more than operating system allowed so it crashed.
- Wed May 14, 2025 11:53 am
- Forum: Not a bug
- Topic: [2.0.49] hard crash to desktop when creating & raising entity in entity created events
- Replies: 4
- Views: 247
Re: [2.0.49] hard crash to desktop when creating & raising entity in entity created events
Thanks for the report. That is called stack overflow. Your event handler caused an event that caused another event to be raised immediately while processing previous event and this caused another event. There are no alternatives to crashing as it would otherwise violate lua api by not raising event ...
- Wed May 14, 2025 9:32 am
- Forum: Not a bug
- Topic: [2.0.49] Some recipe-categories are broken
- Replies: 2
- Views: 166
Re: [2.0.49] Some recipe-categories are broken
Thanks for the report however we will not be doing any changes with that data because at this stage of 2.0 development any changes with this could easily be considered as mod breaking. While those recipe categories overlapping in terms of crafters that can use those recipes, this is not strictly a ...
- Tue May 13, 2025 10:19 pm
- Forum: Not a bug
- Topic: [2.0.49]Train stations keep train reservations until the train has reached the next station.
- Replies: 3
- Views: 218
Re: [2.0.49]Train stations keep train reservations until the train has reached the next station.
Thanks for the clarification. It looks like odd behaviour when no blocks are present.
I know, this solution is slightly weak in case of rail network without any rail signals but a decision was made that in most cases either players have only one train and no signals and this behavior is not ...
- Tue May 13, 2025 10:09 pm
- Forum: Not a bug
- Topic: [2.0.49]Train stations keep train reservations until the train has reached the next station.
- Replies: 3
- Views: 218
Re: [2.0.49]Train stations keep train reservations until the train has reached the next station.
You described how one of the features work:
https://www.factorio.com/blog/post/fff-389
Reservation upgrade
...
But there was one little problem with the system, which could even cause traffic jams/deadlocks, and which was made much more important with the generic schedules.
The problem is that ...
https://www.factorio.com/blog/post/fff-389
Reservation upgrade
...
But there was one little problem with the system, which could even cause traffic jams/deadlocks, and which was made much more important with the generic schedules.
The problem is that ...