Search found 69 matches

by Gerkiz
Sun Nov 24, 2024 7:31 pm
Forum: Not a bug
Topic: [2.0.20] Personal construction bots will take equipped armor/inventory from remote view ghost request
Replies: 6
Views: 541

Re: [2.0.20] Personal construction bots will take equipped armor for remote view ghost request

I do apologize for not providing the steps.

1. Place roboport (make sure that it has power)
2. Insert logistic robots inside the roboport
3. Place down an passive provider chest
4. Give the player some items
5. Enter "remote view"
6. Open the "passive provider chest"
7. Request any item that the ...
by Gerkiz
Sun Nov 24, 2024 5:59 pm
Forum: Not a bug
Topic: [2.0.20] Personal construction bots will take equipped armor/inventory from remote view ghost request
Replies: 6
Views: 541

[2.0.20] Personal construction bots will take equipped armor/inventory from remote view ghost request

Hello,

It seems that when you request an item from remote view to an passive provider chest, logistic robots will "steal" items from the players inventory.
So players can grief quite easily in multiplayer as long this exists.

https://forums.factorio.com/download/file.php?mode=view&id=93954

Kind ...
by Gerkiz
Tue Nov 19, 2024 8:58 am
Forum: 1 / 0 magic
Topic: [2.0.19] Is it possible fix corrupted savefile? (unknown decorative prototype ID 210)
Replies: 3
Views: 433

Re: Is it possible fix corrupted savefile?

Your savefile got stuck at ActiveMigrations::getTypeAndLoaderForOldID.

Give this one a test!
11-19-2024, 09-58-05.png
11-19-2024, 09-58-05.png (195.35 KiB) Viewed 378 times
by Gerkiz
Mon Nov 11, 2024 8:29 pm
Forum: Documentation Improvement Requests
Topic: LuaSurface::request_path still references to LuaEntity::set_command
Replies: 0
Views: 143

LuaSurface::request_path still references to LuaEntity::set_command

Hello,

Since LuaEntity no longer has set_command, I think this should be changed to LuaCommandable::set_command

https://lua-api.factorio.com/2.0.16/cla ... quest_path

Cheers!
Gerkiz
by Gerkiz
Sun Nov 10, 2024 10:26 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.15] No input action on_market_item_purchased when offer type nothing
Replies: 1
Views: 1253

[boskid][2.0.15] No input action on_market_item_purchased when offer type nothing

Hello,

When adding an offer to the market that contains the following line:
market.add_market_item { price = {}, offer = { type = 'nothing', effect_description = str1 } }

The offer shows up fine in the market, however upon clicking on the market offer - nothing gets fired for the event on_market ...
by Gerkiz
Thu Nov 07, 2024 10:08 am
Forum: Duplicates
Topic: [2.0.15] Crash running command (Commander::setMultiCommand)
Replies: 1
Views: 186

[2.0.15] Crash running command (Commander::setMultiCommand)

Hello,

I get a crash when running the following command. Tried it on 2.0.14 and 2.0.15 - both crashed.

1. Start Factorio
2. Ctrl + left mouse button on "Single player"
3. Run the command that is below
4. Crash


/c
local character = game.player.character
if not character or not character.valid ...
by Gerkiz
Tue Oct 29, 2024 3:45 pm
Forum: Duplicates
Topic: Cant not create first space platform
Replies: 6
Views: 1061

Re: Cant not create first space platform


I am no sure if i understand right. You mean only way how to play space age mod is basic map (Free game) ? i can not run new map as teams (PvP it is called) ?


This seems to be an issue of 2.0.8 and fixed in the later versions -> https://forums.factorio.com/116513

So try relaunching it in a ...
by Gerkiz
Mon Oct 28, 2024 10:56 am
Forum: Duplicates
Topic: Cant not create first space platform
Replies: 6
Views: 1061

Re: Cant not create first space platform

Currently any scenario that is running anything else as `Nauvis` as surface (i.e custom created surface) will not be able to launch a space platform starter pack with Space Age, since the custom surface is not associated with any planet.

From what I've understood the devs might add support so ...
by Gerkiz
Mon Oct 28, 2024 10:35 am
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.11] Flying text is shown duplicate on remote control
Replies: 3
Views: 562

Re: [2.0.11] Flying text is shown duplicate on remote control

I'm not so sure you're understanding the issue correctly.
I'm not drawing/creating anything, it's the base game that is popping up those flying texts whenever I interact with the car via `remote view`.

If I remember correctly rseding fixed another issue where this happened with selection rectangles ...
by Gerkiz
Mon Oct 28, 2024 7:10 am
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.11] Flying text is shown duplicate on remote control
Replies: 3
Views: 562

[Genhis][2.0.11] Flying text is shown duplicate on remote control

Hi,

As per title, when trying to remote control a car from a different surface, the text: "vehicle cannot be driven remotely." is shown on multiple surfaces.



/Gerkiz
by Gerkiz
Sun Oct 27, 2024 1:50 pm
Forum: Assigned
Topic: [klonan] [2.0.11] Crash (OpenGuiLogic::openLocomotiveGui)
Replies: 0
Views: 144

[klonan] [2.0.11] Crash (OpenGuiLogic::openLocomotiveGui)

Hello,

When the player is of controller type spectator and you try to open the locomotive - the game crashes.

Code: Select all

player.set_controller({ type = defines.controllers.spectator })

1. Load the save
2. Open the locomotive
3. Crash

/Gerkiz
by Gerkiz
Sun Oct 27, 2024 1:47 pm
Forum: 1 / 0 magic
Topic: [2.0.11] Corrupt map: unknown quality prototype ID 231.
Replies: 3
Views: 490

[2.0.11] Corrupt map: unknown quality prototype ID 231.

Hello,

I'm unable to load this map; it is without SA, Quality etc.

This map has not had any mods, so I don't really know why it would complain about quality.
The game has not crashed or anything of sorts.

Let me know if you need more information.
10-27-2024, 14-46-49.png
10-27-2024, 14-46-49.png (16.55 KiB) Viewed 490 times


/Gerkiz
by Gerkiz
Sat Oct 26, 2024 5:08 pm
Forum: Desyncs with mods
Topic: [2.0.11] desync in softmodded multiplayer (Comfy Mountain Fortress) with Mac
Replies: 6
Views: 719

Re: [2.0.11] desync in softmodded multiplayer (Comfy Mountain Fortress) with Mac

(Have /editor bound to some fast accessible hotkey (shift + tab))

I managed to desync everyone in game by doing:
1. Press shift + tab
2. Hop into 'forces'
3. Change force from 'player' -> 'bonus_drill'
4. Open "Edit other properties", but don't change anything.
5. Press "e"
6. Quickly switch the ...
by Gerkiz
Wed Oct 23, 2024 5:46 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.8] Crash using LuaEntity::die()
Replies: 2
Views: 985

Re: [2.0.8] Crash using LuaEntity::die()

The freeze seems to come from

Code: Select all

game.merge_forces(force_name, 'neutral')
Removing this piece of code makes the game stable and does not freeze nor crash the game.

Checking the call stack, the heap becomes corrupt right after this function is run:

Code: Select all

Chart::clearTagsForSubChart
by Gerkiz
Wed Oct 23, 2024 5:28 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.8] Crash using LuaEntity::die()
Replies: 2
Views: 985

[Rseding91] [2.0.8] Crash using LuaEntity::die()

Hello,

This one was a bit odd. The crash does not generate any logs, just freezes and exits the process.

1. Load the save
2. Select the market with your cursor
3. Run the following command while having your cursor on the market: /sc game.player.selected.die()
4. Program freezes and exits.

Kind ...
by Gerkiz
Tue Oct 22, 2024 12:58 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.8] "Last user" on space platforms
Replies: 2
Views: 694

Re: [Genhis][2.0.8] "Last user" on space platforms

To fill in on this, same thing seems to happen when you remove a station or add a station, the member last_user does not get updated. :(
by Gerkiz
Tue Oct 22, 2024 12:13 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.8] "Last user" on space platforms
Replies: 2
Views: 694

[Genhis][2.0.8] "Last user" on space platforms

Hello,

When altering the state of a space platform, i.e flicking the toggle feature from "Automatic" to "Paused thrust" - does not update the entity member "last_user".
factorio_2024_10_22_14_12_13.png

Thus, when a player is trying to destroy a run - we cannot find out who is doing that.

Kind ...
by Gerkiz
Tue Oct 22, 2024 11:31 am
Forum: Resolved Problems and Bugs
Topic: [2.0.8] Crash AreaTriggerItem::apply
Replies: 1
Views: 700

[2.0.8] Crash AreaTriggerItem::apply

Hello,

The game seems to crash at:
C:\Users\build\AppData\Local\Temp\factorio-build-Rvvsr8\src\Trigger\AreaTriggerItem.cpp(40): AreaTriggerItem::apply
C:\Users\build\AppData\Local\Temp\factorio-build-Rvvsr8\src\Trigger\NestedTriggerEffectItem.cpp(6): NestedTriggerEffectItem::applyInternal
C:\Users ...
by Gerkiz
Tue Oct 22, 2024 11:21 am
Forum: Resolved Problems and Bugs
Topic: [2.0.8] Crash LuaGameScript::pushOnUnitAddedToGroup
Replies: 2
Views: 353

[2.0.8] Crash LuaGameScript::pushOnUnitAddedToGroup

Howdy!

The game crashes randomly. I asked around and no one knows how to reproduce this.

The game seems to crash here:
C:\Users\build\AppData\Local\Temp\factorio-build-wAKEee\src\Script\LuaGameScript.cpp(3696): LuaGameScript::pushOnUnitAddedToGroup
C:\Users\build\AppData\Local\Temp\factorio-build ...
by Gerkiz
Thu Mar 28, 2024 7:16 pm
Forum: Minor issues
Topic: [1.1.104] LuaGameScript::is_multiplayer() is false on_init
Replies: 1
Views: 478

[1.1.104] LuaGameScript::is_multiplayer() is false on_init

Hello,

When starting a new multiplayer save and having the following code below:

script.on_init(
function()
log(game.is_multiplayer())
end
)

It seems that game.is_multiplayer() when run is always false on event on_init.

I expect for it to return true if the game is multiplayer. Is this ...

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