Search found 132 matches
- Mon Jul 08, 2024 7:14 pm
- Forum: Bug Reports
- Topic: Random penalty noise expression with seed gives non-random results
- Replies: 4
- Views: 557
Re: Random penalty noise expression with seed gives non-random results
Passing the map seed as literal number for random penalty seed gives the same columned result. But passing 1 as literal number gives a random result. Could this be a data type length issue? It's possible. Random penalty expects batch inputs (not single values) because it has a random generator with...
- Mon Jul 08, 2024 8:10 am
- Forum: Bug Reports
- Topic: Random penalty noise expression with seed gives non-random results
- Replies: 4
- Views: 557
Re: Random penalty noise expression with seed gives non-random results
Thanks for the report. How do you get the visualisation and what are X/Y coordinates of the tiles? Ideally I'm looking for something which I can just copy-paste and get the same result. Based on the C++ code, this is very unlikely to happen, so either you hit an edge case or your debug visualisation...
- Mon May 27, 2024 8:36 pm
- Forum: Fixed for 2.0
- Topic: [1.1.107] LuaInventory::set_bar without parameters doesn't reset bar button
- Replies: 1
- Views: 289
Re: [1.1.107] LuaInventory::set_bar without parameters doesn't reset bar button
Thanks for the report, this is fixed for 2.0.
- Wed May 22, 2024 4:54 pm
- Forum: Fixed for 2.0
- Topic: [Genhis] [1.1.94] Plural forms in locale break when given a non-integer number
- Replies: 5
- Views: 1392
Re: [Genhis] [1.1.94] Plural forms in locale break when given a non-integer number
This has been fixed for 2.0. All decimal numbers will match "decimal" or "rest" patterns. Negative numbers will behave as positive numbers.
- Tue May 21, 2024 7:56 am
- Forum: Duplicates
- Topic: Crash upon game exit.
- Replies: 1
- Views: 292
Re: Crash upon game exit.
Thanks for the report, this is a duplicate of 108367.
- Tue May 14, 2024 8:22 am
- Forum: Bug Reports
- Topic: [1.1.107] Desync during map load
- Replies: 4
- Views: 748
Re: [1.1.107] Desync during map load
I had a brief look at the desync report and there is nothing obvious in the game code which could have caused this. If you want to debug it further on your end, here are a few things you could try: Play with a third friend as the host, find out if you both are still getting desynced. Run CPU/RAM sta...
- Thu May 09, 2024 11:59 am
- Forum: Ideas and Suggestions
- Topic: When placing a blueprint, conflicting power poles aren't highlighted in red
- Replies: 3
- Views: 514
Re: [1.1.107] When placing a blueprint, conflicting power poles aren't highlighted in red
Thanks for the report, I don't think it is a bug. You have electric networks overlay enabled which renders above entities in cursor. Entities in cursor change their color depending on if they are buildable. You can see some red pixels poking through the overlay.
- Tue May 07, 2024 8:03 pm
- Forum: Pending
- Topic: [1.1.94] crash on load depending on a sprites width and height
- Replies: 1
- Views: 681
Re: [1.1.94] crash on load depending on a sprites width and height
Thanks for the report. I can't reproduce it even in 1.1.94, does it still happen?
- Mon May 06, 2024 9:41 am
- Forum: Assigned
- Topic: [Genhis] [1.1.104] Crash generating surface (FloatCast.hpp:129: -3.965784 < 0.000000)
- Replies: 3
- Views: 571
Re: [Genhis] [1.1.104] Crash generating surface (FloatCast.hpp:129: -3.965784 < 0.000000)
Thanks for the report, this is scheduled to be fixed in 2.0. In the meantime, please don't use very high frequency values or try modyfing the noise_octaves_difference parameter of the decorative autoplace.
- Mon May 06, 2024 9:34 am
- Forum: Fixed for 2.0
- Topic: [Genhis] [1.1.107] Crash loading save with disabled mod "undefined Noise expression within CompiledMapGenSettings"
- Replies: 6
- Views: 792
Re: [Genhis] [1.1.107] Crash loading save with disabled mod "undefined Noise expression within CompiledMapGenSettings"
Thanks for the report, the issue is fixed for 2.0 major release. It's caused by the mod rewriting elevation expression and the game not falling back correctly when the new noise expression is no longer available.
- Mon Apr 29, 2024 10:30 pm
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 921
Re: How to interpret "probability" property expression?
It's hard to say. Assuming it didn't fail on richness, it could have collided with other entities, although it doesn't seem to be the case.
What is your use case?
What is your use case?
- Mon Apr 29, 2024 7:20 pm
- Forum: Modding help
- Topic: How to interpret "probability" property expression?
- Replies: 9
- Views: 921
Re: How to interpret "probability" property expression?
Another thing I just found: when moving after executing the command and executing it again, completely new probability values show up! Apparently the random numbers are influenced by the given position array, which changes the result for one specific position. This is indeed true when a noise expre...
- Thu Apr 18, 2024 12:57 pm
- Forum: Technical Help
- Topic: Crash (DrawCommandBatch::drawSprite)
- Replies: 5
- Views: 638
Re: Crash (DrawCommandBatch::drawSprite)
You could try running a memory test since similar errors have been caused by unstable CPU/RAM. https://www.memtest.org/
- Wed Apr 17, 2024 8:02 am
- Forum: Fixed for 2.0
- Topic: [posila] [1.1.33] MapGenPreset's autoplace_controls behaving weird
- Replies: 2
- Views: 1901
Re: [posila] [1.1.33] MapGenPreset's autoplace_controls behaving weird
Thanks for the report. I couldn't reproduce it in 2.0, seems to be fixed.
- Wed Mar 27, 2024 1:04 pm
- Forum: Fixed for 2.0
- Topic: [1.1.59] [UI] Tooltip keybind does not function in Multiplayer Menu
- Replies: 1
- Views: 966
Re: [1.1.59] [UI] Tooltip keybind does not function in Multiplayer Menu
Thanks for the report. This has been fixed for 2.0 release.
- Wed Mar 27, 2024 10:48 am
- Forum: Not a bug
- Topic: [1.1.104] there is no train (wrong description)
- Replies: 1
- Views: 417
Re: [1.1.104] there is no train (wrong description)
Thanks for the report. As far as I know, you can't add nuclear fuel to your blueprint without using external tools. The description is correct for its intended purpose, so this is not a bug.
Please post your suggestions to Ideas and Suggestions subforum.
Please post your suggestions to Ideas and Suggestions subforum.
- Mon Mar 04, 2024 12:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.104] Visible entity status icons in simulations
- Replies: 1
- Views: 927
Re: [Genhis] [1.1.104] Visible entity status icons in simulations
Thanks for the report. This is indeed a side-effect of 108086. Fixed for the next release.
- Thu Feb 22, 2024 8:42 am
- Forum: Not a bug
- Topic: [1.1.104] No victory screen after first Rocket Launch
- Replies: 9
- Views: 1242
Re: [1.1.104] No victory screen after first Rocket Launch
Thanks for the report. The default victory screen is disabled in your save file. My best guess is that you installed a mod which disabled it, which is not a bug.
- Mon Feb 12, 2024 3:18 pm
- Forum: 1 / 0 magic
- Topic: [1.1.104] random Segmentation faults with coredumps (Noise.cpp:626)
- Replies: 8
- Views: 1105
Re: [1.1.104] random Segmentation faults with coredumps (Noise.cpp:626)
In that case, do you have the full stack trace? Can you reproduce this crash repeatedly?Grifonice99 wrote: ↑Mon Feb 12, 2024 1:24 pmOn the log are not present the crash because factorio are been killed by the kernel (Segmentation fault).
The save file has mods which aren't on the mod portal, can you upload them?
- Mon Feb 12, 2024 11:09 am
- Forum: 1 / 0 magic
- Topic: [1.1.104] random Segmentation faults with coredumps (Noise.cpp:626)
- Replies: 8
- Views: 1105
Re: [1.1.104] random Segmentation faults with coredumps (Noise.cpp:626)
Hello, please attach the save file and the server log file which contains the crash.