Search found 70 matches
- Fri May 02, 2025 1:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.45] Black horizontal line drawn intermittently
- Replies: 10
- Views: 1609
Re: [2.0.45] Black horizontal line drawn intermittently
I tried all 4 combos of enabled/disabled cache-sprite-atlas and compress-sprite-atlas-cache, including restarting the client after changing the settings each time. All results were the same, the black line remained.
- Mon Apr 28, 2025 11:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.45] Black horizontal line drawn intermittently
- Replies: 10
- Views: 1609
Re: [2.0.45] Black horizontal line drawn intermittently
Config file attached.
- Sat Apr 26, 2025 5:21 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.45] Black horizontal line drawn intermittently
- Replies: 10
- Views: 1609
Re: [2.0.45] Black horizontal line intermittently at night
Looks like a mod changed the thread title but I need to clarify - this line appears day and night regardless.
Also there is 1 chunk boundary that always has a line while an adjacent chunk never has a line while the others only appear when I'm moving south.
Also there is 1 chunk boundary that always has a line while an adjacent chunk never has a line while the others only appear when I'm moving south.
- Fri Apr 25, 2025 4:32 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.45] Black horizontal line drawn intermittently
- Replies: 10
- Views: 1609
[Genhis][2.0.45] Black horizontal line drawn intermittently
Video and save file attached. Line is appearing at the chunk boundary just a few tiles south of the starting position.
https://forums.factorio.com/download/file.php?mode=view&id=103298
This game was started with space exploration (and the same graphics glitch existed there) but I've stripped it ...
https://forums.factorio.com/download/file.php?mode=view&id=103298
This game was started with space exploration (and the same graphics glitch existed there) but I've stripped it ...
- Fri Apr 25, 2025 12:49 am
- Forum: Minor issues
- Topic: [2.0.45] UndoRedoStack is not updated until after on_player_mined_entity
- Replies: 1
- Views: 312
[2.0.45] UndoRedoStack is not updated until after on_player_mined_entity
When a player mines an entity, on_player_mined_entity event is triggered but the undo/redo stack is not updated yet with the newly mined entity. This causes a problem if the entity being mined has custom tags.
I would like to collect those tags within the on_player_mined_entity event and use ...
I would like to collect those tags within the on_player_mined_entity event and use ...
- Mon Apr 21, 2025 3:48 am
- Forum: Resolved Requests
- Topic: [2.0.45] LuaSchedule::add_record undocumented created_by_interrupt
- Replies: 1
- Views: 248
[2.0.45] LuaSchedule::add_record undocumented created_by_interrupt
https://lua-api.factorio.com/latest/con ... dData.html
does not include `created_by_interrupt` as `boolean?`
The created_by_interrupt parameter is allowed to be set via the add_record method.
does not include `created_by_interrupt` as `boolean?`
The created_by_interrupt parameter is allowed to be set via the add_record method.
- Sun Apr 20, 2025 5:56 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.41] Crash setting train schedule of moving train (RollingStock::checkConsistency) (speed == 0 || closing)
- Replies: 5
- Views: 1981
Re: [Genhis][2.0.41] Crash setting train schedule of moving train (RollingStock::checkConsistency) (speed == 0 || closin
Stripped down, simple save and reproduction in vanilla. Base mod only, no SA.
Load the attached save and run the following:
/c storage.FRONT.train.schedule = nil storage.FRONT.destroy() storage.BACK.train.speed = 1
storage.FRONT is the front locomotive entity. storage.BACK is the back locomotive ...
Load the attached save and run the following:
/c storage.FRONT.train.schedule = nil storage.FRONT.destroy() storage.BACK.train.speed = 1
storage.FRONT is the front locomotive entity. storage.BACK is the back locomotive ...
- Sat Apr 19, 2025 1:18 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.41] Crash setting train schedule of moving train (RollingStock::checkConsistency) (speed == 0 || closing)
- Replies: 5
- Views: 1981
Re: [2.0.41] Crash setting train schedule of moving train (RollingStock::checkConsistency) (speed == 0 || closing)
I found the crash can be avoided by setting the trains speed to 0 before setting the train to its intended speed, even if doing so is done in the line previous to setting its actual speed. eg.
This will crash in Space Exploration's code:
...
train_a.speed = -1
...
This will not crash ...
This will crash in Space Exploration's code:
...
train_a.speed = -1
...
This will not crash ...
- Thu Apr 17, 2025 12:02 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.41] Crash setting train schedule of moving train (RollingStock::checkConsistency) (speed == 0 || closing)
- Replies: 5
- Views: 1981
Re: [2.0.41] Crash setting train schedule of moving train (RollingStock::checkConsistency) (speed == 0 || closing)
+1 [v2.0.45]
Working with Space Exploration's space elevators where the mod will split up a train upon reaching the elevator's train stop.
Code: Select all
Error RollingStock.cpp:1431: this->getSpeed() == 0.0 || this->closing was not true
- Mon Apr 14, 2025 9:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.45] LuaSchedule::set_records() on a schedule belonging to a group sets all trains in group to automatic
- Replies: 1
- Views: 1159
[Rseding91] [2.0.45] LuaSchedule::set_records() on a schedule belonging to a group sets all trains in group to automatic
Using get_schedule().set_records(...) [or get_schedule().add_record(...)] on a train that is in a group causes all other trains in that group to be set to automatic mode.
Create 2 trains.
Set both trains to same group.
With one train selected run: /c game.player.selected.train.get_schedule().set ...
Create 2 trains.
Set both trains to same group.
With one train selected run: /c game.player.selected.train.get_schedule().set ...
- Tue Apr 08, 2025 8:45 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.44] Trains set_records doesn't respect created_by_interrupt
- Replies: 1
- Views: 1147
[Rseding91] [2.0.44] Trains set_records doesn't respect created_by_interrupt
Place locomotive and hop in.
/c game.player.physical_vehicle.train.get_schedule().set_records({{ station="", created_by_interrupt=true}})
/c game.print(serpent.block(game.player.physical_vehicle.train.get_schedule().get_records()))
Note the output has created_by_interrupt = false even though ...
/c game.player.physical_vehicle.train.get_schedule().set_records({{ station="", created_by_interrupt=true}})
/c game.print(serpent.block(game.player.physical_vehicle.train.get_schedule().get_records()))
Note the output has created_by_interrupt = false even though ...
- Thu Dec 12, 2024 12:02 am
- Forum: Resolved Requests
- Topic: [2.0.22] LuaPlayer open_map, zoom_to_world, close_map
- Replies: 3
- Views: 390
[2.0.24] LuaPlayer.RenderMode examples no longer available
https://lua-api.factorio.com/latest/classes/LuaPlayer.html#render_mode
The render mode of the player, like map or zoom to world. The render mode can be set using LuaPlayer::open_map , LuaPlayer::zoom_to_world and LuaPlayer::close_map .
LuaPlayer::open_map, ::zoom_to_world and ::close_map were ...
The render mode of the player, like map or zoom to world. The render mode can be set using LuaPlayer::open_map , LuaPlayer::zoom_to_world and LuaPlayer::close_map .
LuaPlayer::open_map, ::zoom_to_world and ::close_map were ...
- Sun Dec 01, 2024 10:15 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.23] Player's logistic network map overlay moves when paused
- Replies: 1
- Views: 846
[Rseding91] [2.0.23] Player's logistic network map overlay moves when paused
In the map view with logistic networks display enabled and the player has a personal roboport equipped, there is a green square around the player showing the player's local logistic network. When the game is paused, that green square moves to the middle of the map view regardless of where the player ...
- Fri Nov 15, 2024 11:13 pm
- Forum: Duplicates
- Topic: [2.0.19] Fluids flowing in electromagnetic plant without any connections
- Replies: 1
- Views: 258
[2.0.19] Fluids flowing in electromagnetic plant without any connections
I have an electromagnetic plant on Aquilo that, when crafting, appears to dump its output fluid and refill its input fluid even though there is no connections in or out of the machine. Where is it getting these fluids from? Save and video attached.
- Mon Nov 11, 2024 9:28 am
- Forum: Duplicates
- Topic: [2.0.16] Asteroids suddenly have a new orientation
- Replies: 1
- Views: 450
[2.0.16] Asteroids suddenly have a new orientation
All asteroids on screen suddenly pop to a new orientation. Save attached. Problem happens 1-2 second after loading save.
Video: Save:
Video: Save:
- Mon Nov 04, 2024 7:16 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.14] Crusher recipe order strings and set recipe
- Replies: 2
- Views: 2028
[2.0.14] Crusher recipe order strings and set recipe
Crushers have recipes in the following order: 11-03-2024, 23-09-27.png
The problem is when using a circuit condition to set recipe, the signal sent chooses the first recipe using that item. When only basic crushing is unlocked, this is fine. Whichever asteroid chunk signal is sent in results in the ...
The problem is when using a circuit condition to set recipe, the signal sent chooses the first recipe using that item. When only basic crushing is unlocked, this is fine. Whichever asteroid chunk signal is sent in results in the ...
- Thu Oct 31, 2024 11:40 pm
- Forum: Duplicates
- Topic: [2.0.13] Weird autoplacement when crossing underneathies
- Replies: 1
- Views: 420
[2.0.13] Weird autoplacement when crossing underneathies
Dragging the vertical belt downward shifts the horizontal facing belt underneathies down by 1 tile in this one specific scenario. See attached screenshots and note that the horizontal facing underneathies have changed position. Save also attached. Just drag the vertical belt downward to see it ...
- Sun Oct 20, 2024 6:14 am
- Forum: Resolved Requests
- Topic: [2.0.6] Changelog says Removed LuaGuiElement discrete_slider?
- Replies: 1
- Views: 327
[2.0.6] Changelog says Removed LuaGuiElement discrete_slider?
Changelog line under Scripting:
- Removed LuaGuiElement::get_slider_discrete_slider(), set_slider_discrete_slider(), and discrete_slider.
While get/set_slider_discrete_slider() were removed, what is the "...and discrete_slider" referencing? LuaGuiElement of type slider can still be made with ...
- Removed LuaGuiElement::get_slider_discrete_slider(), set_slider_discrete_slider(), and discrete_slider.
While get/set_slider_discrete_slider() were removed, what is the "...and discrete_slider" referencing? LuaGuiElement of type slider can still be made with ...
- Sat Oct 19, 2024 7:48 am
- Forum: Won't implement
- Topic: [2.0.6] Global LuaForce get_*_statistics
- Replies: 3
- Views: 677
[2.0.6] Global LuaForce get_*_statistics
LuaForce had attributes changed to methods for get_item_production_statistics, get_fluid_production_statics, get_kill_count_statistics, and get_entity_build_count_statistics so that they now take a surface as a parameter and return relevant LuaFlowStatistics for that surface only.
I'm requesting ...
I'm requesting ...
- Sat Oct 19, 2024 6:10 am
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] [2.0.6] Typo in steam achievement
- Replies: 2
- Views: 413
[Bilka] [2.0.6] Typo in steam achievement
Code: Select all
'til
Code: Select all
until
Edit: this is also the only achievement whose description doesn't end in a period.