Search found 53 matches

by Hanakocz
Tue Mar 04, 2025 11:37 pm
Forum: Documentation Improvement Requests
Topic: API Docs do not have definitions for Decider Combinator control behavior
Replies: 3
Views: 516

Re: [2.0.14] API Docs do not have definitions for Decider Combinator control behavior

SelectorCombinatorParameters also misses random_update_interval as an option when operation is 'random'
by Hanakocz
Tue Jan 14, 2025 4:09 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.28] Desync on Journey scenario
Replies: 2
Views: 685

[boskid][2.0.28] Desync on Journey scenario

This desync started to happen with updating server to 2.0.28 (from previous stable version, so from 2.0.24 I think?). Since then, it happens practically every time when the scenario "soft-resets" the map on public server. It still happens even if updated to 2.0.30 version.

The gameplay loop is that ...
by Hanakocz
Mon Dec 09, 2024 12:11 am
Forum: Bug Reports
Topic: [2.0.24] Player.get_quick_bar_slot() returns nil for blueprint from Library and spidertron remote
Replies: 0
Views: 207

[2.0.24] Player.get_quick_bar_slot() returns nil for blueprint from Library and spidertron remote

Hello,

if you try to read player.get_quick_bar_slot(index), it usually returns an object for the current filter, or nil if the filter is empty. This works for actual items, blueprints made via ALT+B, artillery targetting remote, discharge remote....however it returns nil for spidertron remote and ...
by Hanakocz
Mon Nov 18, 2024 7:26 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.20] SegmentEngine crash during chunk generation making map of out-of-map tiles
Replies: 1
Views: 1285

[Rseding91] [2.0.20] SegmentEngine crash during chunk generation making map of out-of-map tiles

Hello, long time no see, I am here with another SegmentEngine crash.

What I did: I use mod to alter worldgen of each planet, it creates small platforms around center of map, then all rest is out-of-map tiles. I ordered to generate those and then it crashes on Vulcanus (based on seed how far ...
by Hanakocz
Tue Nov 12, 2024 5:58 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.14] Crash mining roboport with bot with .active = false (Entity::changePositionWithoutCollisionOrAABBCheck)
Replies: 4
Views: 1735

Re: [2.0.14] Crash mining roboport with bot with .active = false (Entity::changePositionWithoutCollisionOrAABBCheck)

Adding video. No mods except SA, default scenario.

Oh, I see what is probably the problem. If the roboport is mined in same tick (e.q. stayed paused by editor), then robot doesn't get assigned to the network, and the crash doesn't happen. The robot has to be assigned to the network of the mined ...
by Hanakocz
Mon Nov 11, 2024 11:59 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.16] Crash when surface.clear() called on Vulcanus
Replies: 1
Views: 841

[Rseding91] [2.0.16] Crash when surface.clear() called on Vulcanus

Hello, I had similar crashes when clearing vulcanus surface with my mod/scenario, but I also managed to get same-ish crash just with pure Space Age game and freeplay:

Steps to reproduce:
1) Start a game of SA freeplay
2) Get to Vulcanus style surface - either actual planet, or just /editor ...
by Hanakocz
Fri Nov 08, 2024 11:05 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.14] Crash mining roboport with bot with .active = false (Entity::changePositionWithoutCollisionOrAABBCheck)
Replies: 4
Views: 1735

Re: [2.0.14] Crash when mining roboport while there is robot that has .active = false

This crash actually still happens in 2.0.16, with the same actions taken as reported previously.

Is it to be noticed in this message or should I make new post?
by Hanakocz
Tue Nov 05, 2024 8:39 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.14] Crash mining roboport with bot with .active = false (Entity::changePositionWithoutCollisionOrAABBCheck)
Replies: 4
Views: 1735

[2.0.14] Crash mining roboport with bot with .active = false (Entity::changePositionWithoutCollisionOrAABBCheck)

Hello,
I am working on some scripting with robots and networks, I found out few issues with them, especially I am getting reproducible crash in this specific case.

Steps to reproduce:
1) Build a roboport
2) Pause a game (in editor for example)
3) Place logistic/construction robot anywhere close to ...
by Hanakocz
Sat Nov 02, 2024 6:08 pm
Forum: Minor issues
Topic: [2.0.14] Prototype explorer window gets non-interactable
Replies: 1
Views: 227

[2.0.14] Prototype explorer window gets non-interactable

Hello, this issue makes the Prototype Explorer window to be non-interactable by mouse when certain actions are done.

How to reproduce:
1) Open Prototype Explorer window (either Ctrl+Shift+E or Ctrl+Shift+F)
2) Do some of the actions listed below
3) The prototype window now cannot be interacted with ...
by Hanakocz
Fri Nov 01, 2024 6:38 am
Forum: Modding interface requests
Topic: Allow spawning asteroid chunks with quality
Replies: 0
Views: 274

Allow spawning asteroid chunks with quality

Currently, the Platform.spawn_asteroid_chunks() doesn't allow quality to be a parameter. This is clearly a bug as that doesn't allow the game to spawn quality chunks from quality asteroids, but devs said that it isn't a bug (https://forums.factorio.com/viewtopic.php?f=23&t=118928&p=629908#p629908 ...
by Hanakocz
Fri Nov 01, 2024 6:34 am
Forum: Not a bug
Topic: [2.0.13] Quality asteroids don't drop quality chunks
Replies: 2
Views: 1084

Re: [2.0.13] Quality asteroids don't drop quality chunks

I don't really agree with this statement, as they clearly do support quality. Either in recipes and as items they do exist with a quality.
11-01-2024, 07-24-06.png 11-01-2024, 07-24-34.png

The only missing part is that they don't drop from quality asteroids, and is easily fixed by adding quality ...
by Hanakocz
Thu Oct 31, 2024 9:50 pm
Forum: Modding interface requests
Topic: Allow giving Asteroids a speed and vector
Replies: 0
Views: 202

Allow giving Asteroids a speed and vector

Hello, currently we can spawn asteroids either manually in editor or by script, but they always have default speed and default vector (down). It would be nice to let us modify those values so we can spawn asteroids with specific vectors (so we can make the orbital "random" directions for example ...
by Hanakocz
Thu Oct 31, 2024 9:42 pm
Forum: Not a bug
Topic: [2.0.13] Quality asteroids don't drop quality chunks
Replies: 2
Views: 1084

[2.0.13] Quality asteroids don't drop quality chunks

So, when you spawn for example Legendary Asteroid, it splits into still legendary smaller parts, but then it doesn't spawn legendary chunks to harvest.

Other destroyable entities that drop items on death (for example gleba spawners - egg rafts) actually drop the loot in the quality they have been ...
by Hanakocz
Fri Aug 23, 2024 2:48 pm
Forum: News
Topic: Friday Facts #425 - Behind the legs
Replies: 99
Views: 22563

Re: Friday Facts #425 - Behind the legs

I find a limit of one pollution type per surface as very limiting. It means that we cannot make mixed enemies planet, as some of the enemies would ignore local pollution completely (because it isn't their type). And re-adding each enemy 10 times just to have different sniff technique isn't a thing I ...
by Hanakocz
Mon Mar 11, 2024 5:53 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 105
Views: 38839

Re: Friday Facts #401 - New terrain, new planet

I like this, but there is one obvious question. Why the SHALLOW WATER wasn't incorporated? :)
by Hanakocz
Fri Jan 05, 2024 12:43 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 144
Views: 52082

Re: Friday Facts #392 - Parametrised blueprints

Now, we can build blueprint with script/command from blueprint item, will we be able to send parameters via this method too?
by Hanakocz
Fri Nov 03, 2023 2:20 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 176
Views: 53232

Re: Friday Facts #383 - Super force building

I quite don't like that you can just mine landfill and make water barriers even easier. It breaks biters extremely much and makes fighting part of the game a bit of a joke.

Can we make it that undoing landfill doesn't return the original water but shallow water instead? That way it makes better ...
by Hanakocz
Tue Oct 31, 2023 11:45 am
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 65212

Re: Friday Facts #382 - Logistic groups

If the landing pad is limited to 1 per planet, is that also per team or each team (force) can have their own landing pad?
by Hanakocz
Fri Oct 27, 2023 11:47 am
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 65212

Re: Friday Facts #382 - Logistic groups



Great stuff, but again I'd like to ask, has your play testing included multiplayer qol checks?
Everything thus far has been great changes, but feels like it will be even harder to play with your friends, see what your friends are working on and in rare cases, moderate griefers!


Hello, we did ...
by Hanakocz
Fri Oct 27, 2023 11:42 am
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 65212

Re: Friday Facts #382 - Logistic groups

And here I hoped that we will be able to split roboport networks into groups........ :(

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