Search found 50 matches

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: 194

[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 correct? Kind...
by Gerkiz
Sun Dec 10, 2023 8:05 pm
Forum: Modding interface requests
Topic: Allow modders to read how many quickbars and shortcut bars a player has
Replies: 0
Views: 272

Allow modders to read how many quickbars and shortcut bars a player has

Greetings, As per the title, currently there is no way to read how many rows of "quickbars" or "shortcut bar rows" a player has. The same thing goes for the option "Tool window next to quickbar" - there is no way of knowing where the frame is located. I currently create...
by Gerkiz
Thu Oct 12, 2023 5:24 pm
Forum: Modding interface requests
Topic: Add API hook for changing spawner result units
Replies: 1
Views: 383

Re: Add API hook for changing spawner result units

+1

For someone who does softmodded scenarios, this would indeed be nifty to have.
by Gerkiz
Thu Oct 12, 2023 5:22 pm
Forum: Modding interface requests
Topic: Change player.character_loot_pickup_distance_bonus from uint to double
Replies: 1
Views: 335

Re: Change player.character_loot_pickup_distance_bonus from uint to double

+1

If this gets changed, I'm voting for character_reach_distance_bonus to become of type double also!
by Gerkiz
Tue Oct 10, 2023 11:52 am
Forum: Modding interface requests
Topic: Extend lua print()
Replies: 5
Views: 746

Re: extend LuaGameScript::print()

To fill in on this, apparently I've totally looked up the wrong print function. I apologize for the misleading information. I've previously mentioned that I would like for the LuaGameScript::print to be extended. But it's not correct one that I initially thought about. This is the print function tha...
by Gerkiz
Tue Oct 10, 2023 11:45 am
Forum: Modding interface requests
Topic: Extend lua print()
Replies: 5
Views: 746

Re: extend LuaGameScript::print()

What's the reason why you don't use write_file? The reason is simple, the requests are so fast-paced and are often many request and that would "wear/tear?" the disk, so I thought instead of doing that I could do it via print since print does not save to disk. You could try using a named p...
by Gerkiz
Fri Oct 06, 2023 2:41 pm
Forum: Modding interface requests
Topic: Extend lua print()
Replies: 5
Views: 746

Re: extend LuaGameScript::print()

Bilka wrote:
Fri Oct 06, 2023 2:37 pm
What's the reason why you don't use write_file?
The reason is simple, the requests are so fast-paced and are often many request and that would "wear/tear?" the disk, so I thought instead of doing that I could do it via print since print does not save to disk.
by Gerkiz
Fri Oct 06, 2023 2:34 pm
Forum: Modding interface requests
Topic: Extend lua print()
Replies: 5
Views: 746

Extend lua print()

Hello, I currently have the following setup: A Factorio server that prints out to stdout via lua print and a backend server that reads the stdout, processes it and delivers the result back to the server either via a silent-command or rcon . But to spare all the connected players and the unneccessary...
by Gerkiz
Sat Apr 22, 2023 8:25 am
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.80] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."
Replies: 2
Views: 1338

Re: [1.1.80] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."

It seems that copying and pasting the blueprint does not replicate this issue.

Could it be that the player has had this blueprint before the fix was applied?

Attached the blueprint-storage.dat as zip

/Gerkiz
by Gerkiz
Sat Apr 22, 2023 8:22 am
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.80] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."
Replies: 2
Views: 1338

[Genhis] [1.1.80] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."

Hello, It seems that this bug has been resurrected from the dead, players are still able to request two entries of the same item in a buffer-chest: factorio_2023_04_22_10_10_27.png The blueprint string: 0eNrdXW1y4zhzvov/xnpDfJNbqVwkteWiJdpmRhL1UtLMzrs1B8gtcracJKBkWxCFJrobGsszf3bXWuJhE+huNPoLf989LvfN...
by Gerkiz
Sat Dec 31, 2022 4:34 pm
Forum: Technical Help
Topic: [1.1.74] UDPSocket.cpp:378: Sendto failed: Invalid argument
Replies: 5
Views: 962

Re: [1.1.74] UDPSocket.cpp:378: Sendto failed: Invalid argument

Something I noticed was - in .72 log file I did not make the server public. As soon as I did that - the bad udp checksums occurred again.

This feels like local. I'll try to figure out why it happens.

Thank you and sorry for wasting your time!

Best regards
Gerkiz
by Gerkiz
Sat Dec 31, 2022 1:30 pm
Forum: Technical Help
Topic: [1.1.74] UDPSocket.cpp:378: Sendto failed: Invalid argument
Replies: 5
Views: 962

Re: [1.1.74] UDPSocket.cpp:378: Sendto failed: Invalid argument

Hi!

In version .72 they do not appear. But in .74 they do.

Attached the logs :}

/Gerkiz
by Gerkiz
Fri Dec 30, 2022 8:23 pm
Forum: Technical Help
Topic: [1.1.74] UDPSocket.cpp:378: Sendto failed: Invalid argument
Replies: 5
Views: 962

[1.1.74] UDPSocket.cpp:378: Sendto failed: Invalid argument

Hello. When hosting a public server in version .74 we've been seeing these messages that weren't in prior versions. Nothing has really changed regarding hardware. Is there something that I can do? Disable them if they are just "noise" without action needed? https://media.discordapp.net/att...
by Gerkiz
Mon Oct 31, 2022 10:14 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: 2255

[1.1.70] Crash when after mining other-force entity and then deleting other force

Hello, We hosted our scenario Towny. Everything was all good and dandy - some players were playing and all of a sudden new players tried to join but couldn't. Their client crashed to desktop. I tried myself to join the server, but received the same error along with crash to desktop. Attached is save...
by Gerkiz
Sat Jul 16, 2022 6:05 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.61] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."
Replies: 4
Views: 2831

Re: [1.1.61] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."

Funnily enough I browsed the net for "factorio bp creator online" and found this:
https://teoxoy.github.io/factorio-blueprint-editor/
msedge_2022_07_16_20_04_34.png
msedge_2022_07_16_20_04_34.png (23.67 KiB) Viewed 2713 times

CTRL + C and CTRL + V in game and voilá. You got yourself an impossible request.


/Gerkiz
by Gerkiz
Sat Jul 16, 2022 1:54 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.61] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."
Replies: 4
Views: 2831

Re: [1.1.61] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."

Hello, This is most likely the cause for the crash: unknown.png When doing this manually - adding for example the prod-module-2 twice in the request-window without any BPs, you get the correct error message: https://forums.factorio.com/download/file.php?mode=view&id=74606 The BP: 0eNqdld1uozAQhd...
by Gerkiz
Wed Jul 13, 2022 11:56 am
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.61] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."
Replies: 4
Views: 2831

[Genhis] [1.1.61] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."

Hello, As topic states, the instance crashes with the following error: FlatMap.hpp:69: Key not present. The player that caused this crash was "inside" his tank when this happened. Steps: Change your username to: "archmohamed" Take your "tank" from the inventory Place it...
by Gerkiz
Wed Jul 06, 2022 6:12 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 321228

Re: [MOD 0.13.17+] Rampant

Attached is an mp4 video of demo when using Rampant.

It stutters hard.
IhVy0c.mp4
(8.05 MiB) Downloaded 278 times
by Gerkiz
Tue Nov 16, 2021 10:10 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.35] Desync on Modded Scenario
Replies: 2
Views: 1634

Re: [1.1.35] Desync on Modded Scenario

Hello, The author of this scenario has coded it a bit wrongly. The author is storing LuaPlayer as a key inside a global table... key = { ["{LuaPlayer, name = 'Gerkiz', index = 1}"] = true, [{ magic = "802384732948701238470123", playertarget = 2, type = 21 }] = true } I'll push a ...

Go to advanced search