Search found 40 matches
- Fri Sep 06, 2024 3:15 pm
- Forum: Duplicates
- Topic: [1.1.110] Crash with fixed_recipe with fluid
- Replies: 1
- Views: 131
[1.1.110] Crash with fixed_recipe with fluid
I was modding the game and screwed up, but it had an unusual crash that the game instructed me to report, so I'm reporting. I have an assembling-machine that has a fixed_recipe, and the recipe has an output that's a fluid. However, the assembling-machine does not have a fluidbox. What did I expect t...
- Wed Aug 28, 2024 7:40 am
- Forum: Modding interface requests
- Topic: Make transport belt entities react to the active field
- Replies: 0
- Views: 128
Make transport belt entities react to the active field
...Or some other way to deactivate them by scrip. LuaEntity has a field active , which controls whether an entity is active. Transport belts have a deactivated state (where the belt is disabled by circuit network) already. This interface request is to make deactivating a belt through the "activ...
- Sun Aug 11, 2024 9:14 pm
- Forum: Modding interface requests
- Topic: A flag to allow achievements despite commands
- Replies: 1
- Views: 142
A flag to allow achievements despite commands
Part of testing mods is testing if achievements work. However, particularly difficult achievements are difficult to test, as in-game achievements are disabled by when using lua commands, editor mode, or scenarios. For example, if a Pyanodon's developer wishes to test the "Win the game" ach...
- Tue Mar 26, 2024 9:03 pm
- Forum: Releases
- Topic: Version 1.1.106
- Replies: 3
- Views: 8491
Re: Version 1.1.106
What mods are related to the modding and scripting fixes? Need smart people to explain to me dumb brain what capabilities are avail now The show_fluid_icon is almost definitely pushed by Earendel to benefit Space Exploration, to let the fluid tank for the cargo rocket silo show arrows in alt mode b...
- Mon Jan 01, 2024 3:01 am
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 40430
Re: [1.1] bugs and balance issues.
I'm getting a multiplayer bug. Cannot join. The following mod event handlers are not identical between you and the server. This indicates that the following mods are not multiplayer (save/load) safe. (See log file for more details) mod-boblogistics Unfortunately it was the joining computer that expe...
- Thu Oct 05, 2023 5:28 am
- Forum: 1 / 0 magic
- Topic: [1.1.91] SIGSEGV in main menu while game not focused
- Replies: 3
- Views: 702
Re: [1.1.91] SIGSEGV in main menu while game not focused
Ah, I see. I can confirm that I had OBS open at the time, hooked into Factorio. Thank you for your time
- Wed Oct 04, 2023 1:09 pm
- Forum: 1 / 0 magic
- Topic: [1.1.91] SIGSEGV in main menu while game not focused
- Replies: 3
- Views: 702
Re: [1.1.91] SIGSEGV in main menu while game not focused
I've attached a sample save file with the same mod list and map settings, for convenience in syncing mods - sorry for not doing this earlier.
- Wed Oct 04, 2023 11:17 am
- Forum: 1 / 0 magic
- Topic: [1.1.91] SIGSEGV in main menu while game not focused
- Replies: 3
- Views: 702
[1.1.91] SIGSEGV in main menu while game not focused
I was alt-tabbed out at the time, so I'm not sure what was happening. It might be because I alt-tabbed out and my computer switched Factorio from the dedicated to integrated graphics cad. It might be because I have Factorio's main directory set to an external drive. What I was doing: I opened Factor...
- Sun Jul 23, 2023 4:27 am
- Forum: Bug Reports
- Topic: [1.1.87] Continue: Host Game does not sync mods
- Replies: 2
- Views: 595
[1.1.87] Continue: Host Game does not sync mods
In the main menu, when the green button reads Continue: Host savefile, clicking the green button does not sync mods with the save. This is inconsistent with the behavior when the green button reads Continue savefile, which does create a prompt to sync mods.
- Thu Jun 29, 2023 2:44 pm
- Forum: Assigned
- Topic: [Klonan] [1.1.80] Technology tooltips appear in background while achievement was met
- Replies: 3
- Views: 1185
[1.1.86] Technology information tooltip blurry when achievement unlocked in multiplayer
I hosted a multiplayer game of Factorio. While in the tech screen, I hovered over a technology, which showed the information card as demonstrated below: Screenshot 2023-06-29 223538.png While I was in the tech screen, an achievement unlocked. When this happened, the information card and unlocked ach...
- Thu Jan 19, 2023 2:54 pm
- Forum: Technical Help
- Topic: Crash while launching [1.1.74]
- Replies: 1
- Views: 531
Crash while launching [1.1.74]
I was launching Factorio. The Factorio logo did not appear; instead it was a white screen. Then the screen yellowed a bit. Then the game crashed.
- Tue Jan 03, 2023 7:24 am
- Forum: Technical Help
- Topic: Crash in Steam Multiplayer
- Replies: 1
- Views: 572
Crash in Steam Multiplayer
In a Steam multiplayer game, I was running westwards between two assembly machines. My friend was building and removing belts. I was hosting the world when Factorio crashed. I've attached the latest save before the crash , as well as the log and dump. Apparently it didn't upload the attachments when...
- Wed Jul 06, 2022 3:09 pm
- Forum: Ideas and Suggestions
- Topic: QOL: Make pumpjacks or drills snap to resources
- Replies: 1
- Views: 1039
QOL: Make pumpjacks or drills snap to resources
TL;DR Like trains snap to nearby train stops, perhaps buildings (like the pumpjack) could snap to their buildable locations (like oil patches). Similarly, make certain mining drills, like (from the Krastorio 2 mod) Quarry drills, which can only be placed on rare Imersite cave entities, snap to near...
- Thu Mar 10, 2022 7:02 am
- Forum: Pending
- Topic: [1.1.53] Crash cancelling map load with escape (Chart::flagForDelete)
- Replies: 5
- Views: 2136
Re: [1.1.53] Crash cancelling map load with escape (Chart::flagForDelete)
I re-downloaded 1.1.53 and wasn't able to reproduce the error again. So I guess this may as well be moved to 1 / 0 magic unless it pops up again?
- Wed Mar 09, 2022 4:29 am
- Forum: Pending
- Topic: [1.1.53] Crash cancelling map load with escape (Chart::flagForDelete)
- Replies: 5
- Views: 2136
Re: [1.1.53] Crash cancelling map load with escape (Chart::flagForDelete)
I'll update to the latest experimental to see if I can reproduce it there. I'm suspecting either a corrupted executable or some sort of weird overwriting of the call stack, since the stack trace is weird. E: I've updated, but wasn't able to reproduce it for a bit. It's possible it'll crash if I try ...
- Wed Mar 09, 2022 4:23 am
- Forum: Pending
- Topic: [1.1.53] Crash cancelling map load with escape (Chart::flagForDelete)
- Replies: 5
- Views: 2136
Re: [1.1.53] Crash cancelling map load with escape (Chart::flagForDelete)
I've reproduced the crash again, using the same procedure and the same world (I've since loaded and played the same world for a couple hours, then saved it). It might be that there's a small timing window where pressing escape causes this crash, and I'm able to reproduce it by chance while loading a...
- Tue Mar 08, 2022 9:35 am
- Forum: Pending
- Topic: [1.1.53] Crash cancelling map load with escape (Chart::flagForDelete)
- Replies: 5
- Views: 2136
[1.1.53] Crash cancelling map load with escape (Chart::flagForDelete)
What did you do? I opened the game. I loaded the last played map by pressing [E]. While the bar was full, I pressed the [esc] key. What happened? The game crashed. What did you expect to happen instead? It might be obvious to you, but do it anyway! I expected that the map loading would cancel, retur...
- Mon Jan 03, 2022 9:17 am
- Forum: Assigned
- Topic: [StrangePan] [1.1.50] Soft crash on Mac when using full screen split screen with Discord
- Replies: 0
- Views: 1035
[StrangePan] [1.1.50] Soft crash on Mac when using full screen split screen with Discord
This is on a Mac computer. 1. I put Discord into full screen mode. 2. I launched Factorio and waited for the loading screen to complete and bring me to the main menu. 3. I pressed [ctrl]+[UP] to enter the virtual desktop screen on Mac. 4. I dragged the Discord screen onto the right side of Factorio,...
- Thu Dec 23, 2021 5:01 pm
- Forum: Duplicates
- Topic: [1.1.50] Minor graphical inconsistencies with rail crossbar and power area
- Replies: 2
- Views: 1276
Re: Minor graphical inconsistencies with rail crossbar and power area
Adding log file and save. I created a fresh session and world to check if this graphical glitch exists in vanilla Factorio.
- Thu Dec 23, 2021 4:53 pm
- Forum: Duplicates
- Topic: [1.1.50] Minor graphical inconsistencies with rail crossbar and power area
- Replies: 2
- Views: 1276
[1.1.50] Minor graphical inconsistencies with rail crossbar and power area
For most rails, the crossbars render behind the semitransparent blue square representing the power reach of a power pole. While this is the case for straight rails, this is not the case for all curved rails. For example: Screenshot 2021-12-24 at 12.46.48 AM.png This appears in curved rails rails goi...