Search found 33 matches

by kevinma
Fri Jul 01, 2022 3:48 am
Forum: Pending
Topic: [1.1.61] Crash when manually saving during desync
Replies: 1
Views: 835

[1.1.61] Crash when manually saving during desync

I'm debugging a desync problem. I open a save dialog before desync, and click save while desync happen. a crash happen.

(maybe it's a rare condition no need to fix)
factorio-current.log
(3.53 MiB) Downloaded 81 times
by kevinma
Fri Jul 01, 2022 12:01 am
Forum: Modding help
Topic: How to compare script.dat between desynced and reference in desync-report?
Replies: 1
Views: 719

How to compare script.dat between desynced and reference in desync-report?

I'm analyzing a desync report and have a problem comparing 2 global tables.

I try to compare 2 script.dat files with Beyond Compare, but its not human readable.

I can load the save and print, but i can't print the global table as soon as loaded, it will be changed.
script.dat.zip
(480.18 KiB) Downloaded 66 times
by kevinma
Wed Jun 08, 2022 6:50 pm
Forum: Not a bug
Topic: [1.1.59] set 'out-of-map' tile on ungenerated chunk will cause desync
Replies: 2
Views: 1302

Re: [1.1.59] set 'out-of-map' tile on ungenerated chunk will cause desync

I'm sorry for making wrong report. It did happen in my scenario, but i can't reproduce it in a simple way. Maybe it is a bug from my code or codes from other libraries. Here's the step to reproduce desync in my scenario: 1. host the scenario in a dedicate server https://github.com/kevinmama/PandaAI/...
by kevinma
Wed Jun 08, 2022 3:38 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.59] call on player.character.die() will cause desync
Replies: 4
Views: 2882

Re: [1.1.59] call on player.character.die() will cause desync

boskid wrote: ↑
Wed Jun 08, 2022 3:13 pm
Its now fixed for 1.1.61.
thanks for fixing. I finally figure out what cause my scenario desync and report another issue:
viewtopic.php?f=7&t=102629
by kevinma
Wed Jun 08, 2022 3:34 pm
Forum: Not a bug
Topic: [1.1.59] set 'out-of-map' tile on ungenerated chunk will cause desync
Replies: 2
Views: 1302

[1.1.59] set 'out-of-map' tile on ungenerated chunk will cause desync

How to Reproduce: 1. start new game (freeplay) 2. toggle heavy mode 3. execute codes below in console 4. wait for desync script.on_nth_tick(60, function() game.surfaces[1].set_tiles({ { name = 'out-of-map', position = { 32 * 100, 0 } } }) end) script.on_nth_tick(300, function() game.surfaces[1].dele...
by kevinma
Wed Jun 08, 2022 10:35 am
Forum: Resolved Problems and Bugs
Topic: [1.1.59] call on player.character.die() will cause desync
Replies: 4
Views: 2882

Re: [boskid][1.1.59] call on player.character.die() will cause desync

by the way, when i call entity.die() on spidertron in my scenario will cause desync too. but i can't reproduce it.
Calling player.character.destroy() or entity.destroy() is always safe from desync.
by kevinma
Wed Jun 08, 2022 6:26 am
Forum: Resolved Problems and Bugs
Topic: [1.1.59] call on player.character.die() will cause desync
Replies: 4
Views: 2882

[1.1.59] call on player.character.die() will cause desync

How to reproduce: 1. create a blank scenario 2. add the code below into control.lua 3. host new game with sceanrio 4. in chat: /toggle-heavy-mode 5. drop a copper-plate to trigger player.character.die() Then a desync will be happened script.on_event(defines.events.on_player_created, function(e) loca...
by kevinma
Fri Feb 11, 2022 10:47 pm
Forum: Gameplay Help
Topic: Blueprints changed, but how?
Replies: 6
Views: 2522

Re: Blueprints changed, but how?

Same happen to me.
by kevinma
Tue Nov 02, 2021 5:05 pm
Forum: Technical Help
Topic: [1.1.45] Blueprints lost after up- and then downgrade of base game
Replies: 12
Views: 2993

Re: [1.1.45] Blueprints lost after up- and then downgrade of base game

If you open an issue in GitHub and provide me the blueprint file I can try to fix that :-)
I've opened an issue. Thanks for your work.

https://github.com/asheiduk/factorio-bl ... r/issues/6
by kevinma
Tue Nov 02, 2021 12:51 am
Forum: Technical Help
Topic: [1.1.45] Blueprints lost after up- and then downgrade of base game
Replies: 12
Views: 2993

Re: [1.1.45] Blueprints lost after up- and then downgrade of base game

Here is a the (current) key to a working fix for those of us with a large blueprint library: https://github.com/asheiduk/factorio-blueprint-decoder I just have a try, it fails. Maybe i have some blueprint of mods. README says that 'So all vanilla stuff should work but mods can turn up yet unknown f...
by kevinma
Mon Nov 01, 2021 6:52 pm
Forum: Technical Help
Topic: [1.1.45] Blueprints lost after up- and then downgrade of base game
Replies: 12
Views: 2993

Re: [1.1.45] Blueprints lost after up- and then downgrade of base game

Yes, it is an issue. I can't play the stable version (1.1.42) with my blueprint books once I have upgrade to latest version (1.1.45). If you don't have a lot of bps, you can put all your bps in a book, export it as a string. Then downgrade to 1.1.42 and import it. But I have hundreds of books, It is...
by kevinma
Tue Feb 16, 2021 12:20 am
Forum: Duplicates
Topic: [1.1.22] Game crash on main menu
Replies: 0
Views: 607

[1.1.22] Game crash on main menu

After update, it crashed after update info is shown. Factorio crashed. Generating symbolized stacktrace, please wait ... #1 0x0000000101f79742 in Logger::logStacktrace(StackTraceInfo*) + 0x12 #2 0x00000001013cfba9 in CrashHandler::writeStackTrace(CrashHandler::CrashReason) + 0xb9 #3 0x0000000101f602...
by kevinma
Fri Feb 05, 2021 12:48 am
Forum: Duplicates
Topic: [1.1.20] Crash using smart belt placing (CommonManualBuilder::buildByMovingCheck)
Replies: 1
Views: 1355

[1.1.20] Crash using smart belt placing (CommonManualBuilder::buildByMovingCheck)

It is always crashed when using smart belt building. I use it in multiplayer game. My computer is Mac. Factorio crashed. Generating symbolized stacktrace, please wait ... #1 0x0000000101bc2b02 in Logger::logStacktrace(StackTraceInfo*) + 0x12 #2 0x000000010101e959 in CrashHandler::writeStackTrace(Cra...
by kevinma
Tue Dec 15, 2020 11:09 am
Forum: Technical Help
Topic: Is there a quick button for updating active mod to newest version?
Replies: 4
Views: 1601

Re: Is there a quick button for updating active mod to newest version?

thanks for answer. I can sync mods by loading save, It will download the proper version for the save. But what I need is update the active mod to newest version on mod portal. For example, my save's SE(space exploration) version is 0.01, the newest version is 0.11. When I do synchronize, I can get 0...
by kevinma
Tue Dec 15, 2020 1:26 am
Forum: Technical Help
Topic: Is there a quick button for updating active mod to newest version?
Replies: 4
Views: 1601

Is there a quick button for updating active mod to newest version?

When I want to update active mod of my save to newest version, i need to check every mod in update list. But I installed hundreds of mods(mainly from joining mod servers), So I need more than 10 minutes to do this.
by kevinma
Sun Nov 29, 2020 11:01 am
Forum: Gameplay Help
Topic: Can I copy and paste site settings when configuring train?
Replies: 6
Views: 2951

Re: Can I copy and paste site settings when configuring train?

Choumiko wrote: ↑
Sun Nov 29, 2020 9:57 am
kevinma wrote: ↑
Fri Nov 27, 2020 1:43 pm
My question is: how to setup the first train quickly? The first train has a lot of similar station settings.
I made a tiny mod to help setting up a schedule with lots of the same conditions: https://mods.factorio.com/mod/DefaultTrainConditions
Thanks a lot. It solve my problem:)
by kevinma
Fri Nov 27, 2020 1:43 pm
Forum: Gameplay Help
Topic: Can I copy and paste site settings when configuring train?
Replies: 6
Views: 2951

Re: Can I copy and paste site settings when configuring train?

Kyralessa wrote: ↑
Fri Nov 27, 2020 1:01 pm
You can shift-right-click on a train to copy its settings, and then shift-left-click on any other train to copy the settings to that train.
I know that. My question is: how to setup the first train quickly? The first train has a lot of similar station settings.
by kevinma
Fri Nov 27, 2020 12:05 pm
Forum: Gameplay Help
Topic: Can I copy and paste site settings when configuring train?
Replies: 6
Views: 2951

Can I copy and paste site settings when configuring train?

Imaging that we have chain stations, when the next station is free, the train should go immediately. So I configure the such as: Stop1: Empty cargo or circuit condition 'Green > 0' Stop2: Empty cargo or circuit condition 'Green > 0' Stop3: .... StopN: Empty cargo And this style will apply to all kin...
by kevinma
Sun Aug 02, 2020 10:47 pm
Forum: Gameplay Help
Topic: how to find other player's blueprint after 0.18.37
Replies: 1
Views: 715

how to find other player's blueprint after 0.18.37

I used to join multiplayer map ( e.g. oarc scene ) and find some interest blueprint...

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