Search found 50 matches
- 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: 830
[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 demolish...
- 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: 891
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 robo...
- 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: 449
[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 -> create...
- 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: 891
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?
Is it to be noticed in this message or should I make new post?
- 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: 891
[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 t...
- Sat Nov 02, 2024 6:08 pm
- Forum: Bug Reports
- Topic: [2.0.14] Prototype explorer window gets non-interactable
- Replies: 0
- Views: 55
[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 ...
- Fri Nov 01, 2024 6:38 am
- Forum: Modding interface requests
- Topic: Allow spawning asteroid chunks with quality
- Replies: 0
- Views: 173
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#p6...
- 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: 438
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 to ...
- Thu Oct 31, 2024 9:50 pm
- Forum: Modding interface requests
- Topic: Allow giving Asteroids a speed and vector
- Replies: 0
- Views: 111
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 e...
- 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: 438
[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. H...
- Fri Aug 23, 2024 2:48 pm
- Forum: News
- Topic: Friday Facts #425 - Behind the legs
- Replies: 99
- Views: 17987
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...
- Mon Mar 11, 2024 5:53 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 31942
Re: Friday Facts #401 - New terrain, new planet
I like this, but there is one obvious question. Why the SHALLOW WATER wasn't incorporated?
- Fri Jan 05, 2024 12:43 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 142
- Views: 37922
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?
- Fri Nov 03, 2023 2:20 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 174
- Views: 43068
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 sens...
- Tue Oct 31, 2023 11:45 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 51504
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?
- Fri Oct 27, 2023 11:47 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 51504
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 severa...
- Fri Oct 27, 2023 11:42 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 51504
Re: Friday Facts #382 - Logistic groups
And here I hoped that we will be able to split roboport networks into groups........
- Mon Oct 31, 2022 10:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.70] Crash when after mining other-force entity and then deleting other force
- Replies: 6
- Views: 2748
Re: [1.1.70] Crash CraftingMachine::getRecipe()
This is the function that is called when the team loses: It is just our assumption that the cause of problem comes from that, as that's what is removing the forces (and it can go for days and plenty of teams being removed before it happens to get corrupted) https://github.com/ComfyFactory/ComfyFacto...
- Mon Oct 31, 2022 10:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.70] Crash when after mining other-force entity and then deleting other force
- Replies: 6
- Views: 2748
Re: [1.1.70] Crash CraftingMachine::getRecipe()
It is very possible that this is caused by force being removed, e.q. when one team loses their base, some entities get destroyed via entity.die(), then game.merge_forces(force_name, 'neutral') is called. That removes the force from the game, and should also get rid of all remaining entities by conve...
- Thu Oct 13, 2022 1:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.70] regression with scenario locale loading
- Replies: 3
- Views: 2307
Re: [1.1.70] regression with scenario locale loading
Updated the barebone scenario used in similar report. 1) it spawns one car on init (red nameplate) 2) spawns cars on chunk generated too (green nameplate) 3) each car has rendered nameplate on it with localized string car created on_init does not have locale recognized, cars created later do. Even i...