Search found 3895 matches

by boskid
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.
by boskid
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.
by boskid
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.
by boskid
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 ...
by boskid
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 ...
by boskid
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 ...
by boskid
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 ...
by boskid
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 ...
by boskid
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 ...
by boskid
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 ...
by boskid
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 ...
by boskid
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.
by boskid
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 ...
by boskid
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 ...
by boskid
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 ...
by boskid
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 ...

Go to advanced search