Search found 30 matches

by DBotThePony
Sun Nov 03, 2024 8:47 am
Forum: Bug Reports
Topic: [2.0.14] Mod search and quick dependency navigation
Replies: 0
Views: 66

[2.0.14] Mod search and quick dependency navigation

When navigating mod menu, and using quick search (filter), if you click on mod's dependency, and that dependency does not match current search filter AND you have it already installed, you will be directed to "download mods" instead of forcefully selecting installed version of mod. To repr...
by DBotThePony
Mon Oct 21, 2024 1:40 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.7] Production window can be opened in research tree while in editor mode
Replies: 1
Views: 555

[Rseding91] [2.0.7] Production window can be opened in research tree while in editor mode

Like this, which conflicts with behavior outside of editor mode, where opening production window doesn't open it right away, and open it only after research window is closed.

But honestly, it shouldn't open even outside of editor mode.
by DBotThePony
Fri Feb 02, 2024 12:56 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 19567

Re: Friday Facts #396 - Sound improvements in 2.0

Now the only thing we need is weather conditions, Nauvis is in big need for rain.
by DBotThePony
Tue Jun 07, 2022 5:40 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.60] Crash on start after mod error (InModsLoadErrorGui::process)
Replies: 2
Views: 1162

[1.1.60] Crash on start after mod error (InModsLoadErrorGui::process)

I've encountered it on 1.1.60 for the first time, but it might be present in earlier versions. If you have a mod installed which declare "bad" prototype, and you happen to have prototype history disabled, error message will have disabled-history as mod name as cause. Hitting "disable ...
by DBotThePony
Fri Dec 17, 2021 6:28 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.49] Crash inside Commandable::runBehavior dereferencing NULL pointer
Replies: 3
Views: 3034

Re: [1.1.49] Crash inside Commandable::runBehavior dereferencing NULL pointer

My own mod listen only for three events: entity damaged, tick and unit added to group. Both have safeguards to avoid recursion or reuse of already-seen structures, so only these strange invalidations can be intermod interactions. Anyway thanks for crash fix.
by DBotThePony
Fri Dec 17, 2021 11:10 am
Forum: Resolved Problems and Bugs
Topic: [1.1.49] Crash inside Commandable::runBehavior dereferencing NULL pointer
Replies: 3
Views: 3034

[1.1.49] Crash inside Commandable::runBehavior dereferencing NULL pointer

1060.650 Error CrashHandler.cpp:492: Exception Code: c0000005, Address: 0x00007ff6672ceb6e ModuleBase: 0x00007ff667160000, ImageSize: 01d9e000, RelativeAddress: 0016eb6e 1060.650 Error CrashHandler.cpp:498: Access Violation: Read at address 0000000000000000 1060.650 Error CrashHandler.cpp:512: Exce...
by DBotThePony
Fri Nov 26, 2021 12:26 pm
Forum: Releases
Topic: Version 1.1.47
Replies: 11
Views: 14766

Re: Version 1.1.47

Attempted to create a linked list structure inside global table and had this update hit me hard.... damn. I guess i have to do this different way now. What do you mean? Nothing, Factorio engine wasn't very clear with error message, sorry. Do you mean you also ran into a problem with stack overflow ...
by DBotThePony
Fri Nov 26, 2021 11:32 am
Forum: Releases
Topic: Version 1.1.47
Replies: 11
Views: 14766

Re: Version 1.1.47

Klonan wrote: ↑Fri Nov 26, 2021 11:29 am
DBotThePony wrote: ↑Fri Nov 26, 2021 11:24 am Attempted to create a linked list structure inside global table and had this update hit me hard.... damn. I guess i have to do this different way now.
What do you mean?
Nothing, Factorio engine wasn't very clear with error message, sorry.
by DBotThePony
Fri Nov 26, 2021 11:24 am
Forum: Releases
Topic: Version 1.1.47
Replies: 11
Views: 14766

Re: Version 1.1.47

Attempted to create a linked list structure inside global table and had this update hit me hard.... damn. I guess i have to do this different way now.
by DBotThePony
Mon May 10, 2021 2:41 pm
Forum: Not a bug
Topic: [1.1.x] Hidden script rendered shapes are still being checked in preparation loop
Replies: 2
Views: 1379

[1.1.x] Hidden script rendered shapes are still being checked in preparation loop

Not a bug, bug design oversight. Rendering library shapes which are hidden (set_visible false) still checked in main render loop, which is pointless, because it is clear that they won't even get drawn until getting un-hidden by scripts, and to me looks like nobody bothered or even thought doing this...
by DBotThePony
Fri Jun 26, 2020 4:16 am
Forum: Off topic
Topic: [web] Multiple visual issues with new design/design suggestions
Replies: 1
Views: 4336

[web] Multiple visual issues with new design/design suggestions

Search button (and several others) on mod portal font is browser dependent Chromium based: https://icf.dbotthepony.ru/2020/06/26/vivaldi_mNnITIQ7j2.png https://icf.dbotthepony.ru/2020/06/26/vivaldi_GPfITSGl4N.png Firefox: https://icf.dbotthepony.ru/2020/06/26/firefox_QPZIVuy5Hg.png https://icf.dbott...
by DBotThePony
Sat Mar 28, 2020 4:48 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.18.12] Structures that you can mine by hand but can't with drones ctrl+z bug (neutral force bug)
Replies: 2
Views: 3489

Re: [0.18.12] Structures that you can mine by hand but can't with drones ctrl+z bug (neutral force bug)

Ok, more gameplay-wise example: install Ruins mod, go to nearest generated ruin, mine by hand some of entities, then ctrl+z.

And I'm pretty sure this is very easy to fix, just by setting force of ghost to miner instead of it's original force who ctrl+z'd, how did this end up with Wontfix label?
by DBotThePony
Fri Mar 20, 2020 11:40 am
Forum: Releases
Topic: Version 0.18.14
Replies: 30
Views: 18887

Re: Version 0.18.14

Shields? On the power network? Yes, turret shields. On power network. The problem here, "All" tab does not show us over which time period it show power consumption. And also, the fact, that turret shields were consuming exactly 234 MW of power over 10+ hours, but "All" still sho...
by DBotThePony
Fri Mar 20, 2020 11:12 am
Forum: Releases
Topic: Version 0.18.14
Replies: 30
Views: 18887

Re: Version 0.18.14

Currently, we always see averaged power usage in watts over all possible time periods. This sometimes make sense, sometimes does not. For example - Total tab. What do these watts mean? Average usage in watts over entire time? What is entire time? And how does 5 Kilowatt lamp consumed more power ove...
by DBotThePony
Fri Mar 20, 2020 3:51 am
Forum: Releases
Topic: Version 0.18.14
Replies: 30
Views: 18887

Re: Version 0.18.14

Currently, we always see averaged power usage in watts over all possible time periods. This sometimes make sense, sometimes does not. For example - Total tab. What do these watts mean? Average usage in watts over entire time? What is entire time? And how does 5 Kilowatt lamp consumed more power over...
by DBotThePony
Thu Mar 19, 2020 12:19 am
Forum: Releases
Topic: Version 0.18.14
Replies: 30
Views: 18887

Re: Version 0.18.14

Still no power consumption in joules over time, i am dissapoint.
by DBotThePony
Fri Mar 13, 2020 1:31 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.18.12] Structures that you can mine by hand but can't with drones ctrl+z bug (neutral force bug)
Replies: 2
Views: 3489

[kovarex] [0.18.12] Structures that you can mine by hand but can't with drones ctrl+z bug (neutral force bug)

TL;DR: After mining "neutral" force structures by hand doing CTRL+Z will produce ghosts belonging to "neutral" force. Long description: https://mega.nz/#!VCpgRYwK!v5CkYBM0Q_Pkrc7VY8_loYi6biH6X03FCv44OA2HP2Q https://mega.nz/#!4Opi1SwS!m8etbcAAtGoqmD_CF7JEsYP35X-TM23KwaavnQ4KSJ8 Th...
by DBotThePony
Sat Mar 07, 2020 4:02 am
Forum: News
Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
Replies: 74
Views: 33148

Re: Friday Facts #337 - Statistics GUI and Mod Debugger

Will "Total" tab in electricity statistics display consumption in joules? Since currently, displaying total statistics in watts doesn't make sense. Nice changes, but that new unified search icon is extremely small! Very hard to spot. I've always wondered why the accumulators' charge was in...
by DBotThePony
Tue Feb 25, 2020 12:39 am
Forum: Not a bug
Topic: [Klonan] Biters spawn too close in wave defense
Replies: 3
Views: 1545

Re: [Klonan] Biters spawn too close in wave defense

It is caused by Resource Spawn Overhaul, report that to their author
by DBotThePony
Tue Feb 25, 2020 12:15 am
Forum: Not a bug
Topic: Rail planner when used in ghost mode directly ignore rocks/trees/cliffs but does not mark them for deconstruction
Replies: 5
Views: 2328

Re: Rail planner when used in ghost mode directly ignore rocks/trees/cliffs but does not mark them for deconstruction

I think you misunderstand the issue described in post Video demonstration to make it clear: https://mega.nz/#!oHxHHAiC!GbI4SiVUFurzakrWyGnKR99TrCJzsuQ51ljg400mMfk Using ghost rail without pressing shift make rail planner behave like you hold shift with real rail in hand, except it still ignore obsta...

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