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 ...
Search found 69 matches
- 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
- 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 ...
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 ...
- 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!
Give this one a test!
- 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
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
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
From what I've understood the devs might add support so ...
- 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 ...
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 ...
- 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
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
- 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.
1. Load the save
2. Open the locomotive
3. Crash
/Gerkiz
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
- 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.
/Gerkiz
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.
/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 ...
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 ...
- 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 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
game.merge_forces(force_name, 'neutral')
Checking the call stack, the heap becomes corrupt right after this function is run:
Code: Select all
Chart::clearTagsForSubChart
- 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 ...
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 ...
- 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.
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...