Search found 40 matches

by DoubleThought
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...
by DoubleThought
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...
by DoubleThought
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...
by DoubleThought
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...
by DoubleThought
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...
by DoubleThought
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
by DoubleThought
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.
by DoubleThought
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...
by DoubleThought
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.
by DoubleThought
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...
by DoubleThought
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.
factorio-dump-current.dmp
(910.59 KiB) Downloaded 58 times
factorio-current.log
(11.03 KiB) Downloaded 67 times
by DoubleThought
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...
by DoubleThought
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...
by DoubleThought
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?
by DoubleThought
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 ...
by DoubleThought
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...
by DoubleThought
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...
by DoubleThought
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,...
by DoubleThought
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.
by DoubleThought
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...

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