Search found 209 matches

by BattleFluffy
Fri Jan 24, 2025 4:43 am
Forum: Bug Reports
Topic: [2.0.32] Crash hosting multiplayer (RailConnectionDirection check fails)
Replies: 1
Views: 251

Re: [2.0.32] Crash while hosting multiplayer

Some further context. I saw this in the log file:

11917.736 Popped blueprint record (player-index: 73, ID: 71)
Factorio crashed. Generating symbolized stacktrace, please wait ...

I was able to look up the name of player-index 73 and talk to them. They have told me they were copying and pasting a ...
by BattleFluffy
Fri Jan 24, 2025 4:20 am
Forum: Bug Reports
Topic: [2.0.32] Crash hosting multiplayer (RailConnectionDirection check fails)
Replies: 1
Views: 251

[2.0.32] Crash hosting multiplayer (RailConnectionDirection check fails)

I returned from a long afk to find the game crashed.
It's unclear what caused the crash and I have no info about how to reproduce it. However, the log seems to have a nice stack trace about what went wrong.
Something to do with rails, I think?

Unfortunately I have no clue how to reproduce this ...
by BattleFluffy
Tue Dec 24, 2024 11:04 am
Forum: Duplicates
Topic: [2.0.28] Vehicles on the Enemy force are remotely driveable by the player
Replies: 1
Views: 199

[2.0.28] Vehicles on the Enemy force are remotely driveable by the player

Players can remotely drive vehicles on the "enemy" force by hovering the vehicle in map view, and pressing enter.

I attach a scenario that is suitable for exploring this problem. It's a tiny test world with various vehicles on the "enemy" force.
bug 1.png

To reproduce the bug:

1) Start a new ...
by BattleFluffy
Thu Dec 19, 2024 5:31 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.23] Map "pipeline overlay" reveals enemy force's pipelines
Replies: 2
Views: 1005

Re: [2.0.23] Map "pipeline overlay" reveals enemy force's pipelines

Here's a save where the problem is visible. To reproduce the bug: load the save, go to the map, and turn on the "Show Pipelines" overlay.
by BattleFluffy
Thu Dec 19, 2024 4:28 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.23] Map "pipeline overlay" reveals enemy force's pipelines
Replies: 2
Views: 1005

[Rseding91] [2.0.23] Map "pipeline overlay" reveals enemy force's pipelines

bug of war.png

In my scenario, the players face an enemy force who has various structures etc.
However a sneaky player has just discovered that they can reveal whats up ahead in the fog of war by enabling the "Show Pipelines" map overlay.

Surely this isn't right. I expected that "Show Pipelines ...
by BattleFluffy
Tue Dec 10, 2024 7:00 pm
Forum: Minor issues
Topic: [2.0.23] Blueprint with roboport pixels don't align
Replies: 6
Views: 622

Re: [2.0.23] Blueprint with roboport pixels don't align

No problem, fully agree it's minor issue. Thanks for the reply :>
by BattleFluffy
Tue Dec 10, 2024 5:00 pm
Forum: Minor issues
Topic: [2.0.23] Blueprint with roboport pixels don't align
Replies: 6
Views: 622

Re: [2.0.23] Blueprint with roboport pixels don't align


I don't think this is a bug, as when you zoom in to normal view, you can usually see the ghost as well as the real entity underneath it. I suspect this is done by offsetting the position of the ghost slightly, which is what you see on the map.


Offsetting the position slightly so the entities ...
by BattleFluffy
Tue Dec 10, 2024 3:36 pm
Forum: Minor issues
Topic: [2.0.23] Blueprint with roboport pixels don't align
Replies: 6
Views: 622

Re: [2.0.23] Blueprint with roboport pixels don't align

Actually I think it may affect all things? The pixels on poles and lamps look misaligned and inconsistent too, although its harder to see those.
by BattleFluffy
Tue Dec 10, 2024 3:26 pm
Forum: Minor issues
Topic: [2.0.23] Blueprint with roboport pixels don't align
Replies: 6
Views: 622

[2.0.23] Blueprint with roboport pixels don't align

I was placing a roboport grid, and noticed that the preview of the roboports does not perfectly line up with the pixels of the existing roboports.

Here's an image to show what I mean:

hover bug.png

I expected that when I hover the existing roboport grid with my blueprint, there will be no ...
by BattleFluffy
Wed Nov 13, 2024 6:08 pm
Forum: Assigned
Topic: [raiguard][2.0.15] Space Map does not respect "drag map" keybinding
Replies: 0
Views: 189

[raiguard][2.0.15] Space Map does not respect "drag map" keybinding

I bound the "drag map" button as the side mouse button.
This works everywhere except the Space Map, where I still have to use left mouse button to drag the map around.

I expected the Space Map would respect the same drag map keybind as everywhere else.

Minor bug, easily reproduced tho :>
by BattleFluffy
Fri Nov 08, 2024 2:08 pm
Forum: News
Topic: Friday Facts #436 - Lost in Translation
Replies: 81
Views: 16884

Re: Friday Facts #436 - Lost in Translation

I almost hate to say this, because I've got really used to the name.... but....
In English, we would generally say "Iron Rod", and not "Iron Stick".
by BattleFluffy
Fri Nov 08, 2024 1:35 pm
Forum: News
Topic: Friday Facts #435 - Space Age Soundtrack release
Replies: 26
Views: 7428

Re: Friday Facts #435 - Space Age Soundtrack release

It's been a running joke between my friend and I, how fast the bugs are getting fixed. The huge list of fixes every patch, and the almost daily deployment of new patches... It's breathtakingly efficient.
I've encountered just 1 crash and no other bugs during my playtime so far. I've been averaging ...
by BattleFluffy
Thu Oct 31, 2024 5:55 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.11] Game crashes after deconstructing landfill ghosts
Replies: 2
Views: 1331

Re: [Lou][2.0.11] Game crashes after deconstructing landfill ghosts

woohoo, thanks ! :D You guys are the best!! So efficient :>
by BattleFluffy
Sun Oct 27, 2024 10:09 pm
Forum: Technical Help
Topic: Update ruined years long map?
Replies: 5
Views: 666

Re: Update ruined years long map?

Hello, I know what causes this from my experience with making scenarios. The latest update has changed the global storage table's name. It used to be called "global". It's now called "storage".

To fix the problem, you'll need to navigate to the folder where your savegame is stored. Open the ...
by BattleFluffy
Sun Oct 27, 2024 9:38 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.11] Game crashes after deconstructing landfill ghosts
Replies: 2
Views: 1331

[Lou][2.0.11] Game crashes after deconstructing landfill ghosts

While playing Space Age, I placed my wall blueprint at the water's edge. When placed, landfill ghosts appear beneath items on water tiles. I did not wish these to be built on the water, so I use a Decon Planner filtered for Tiles Only, and with the filter set to Landfill. I then drag-select the ...
by BattleFluffy
Fri Aug 30, 2024 8:13 pm
Forum: News
Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
Replies: 91
Views: 23489

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

What happens to that resources menu if there is a patch of mixed ores?
by BattleFluffy
Wed Aug 28, 2024 4:03 am
Forum: News
Topic: Friday Facts #425 - Behind the legs
Replies: 99
Views: 22507

Re: Friday Facts #425 - Behind the legs

The new spidertron legs animation looks really creepy!! It's surprising what a big difference it is from the original walk.

Does leg groups mean we can now have spidertrons (or other legged creatures) that subscribe to the ministry of funny walks? Such as having 7 legs in the first group, and one ...
by BattleFluffy
Fri Aug 02, 2024 10:21 pm
Forum: News
Topic: Friday Facts #422 - Tesla Turret
Replies: 112
Views: 30095

Re: Friday Facts #422 - Tesla Turret

That looks sweet. The electrical arcing effects are really cool, but it also looks like there is a "laser" running down the center of the beam, which kind of spoils the electrical effect a bit. It looks like a laser that just happens to have electrical arcs floating around the beam. Does it look ...
by BattleFluffy
Mon Jul 29, 2024 11:40 pm
Forum: News
Topic: Friday Facts #421 - Optimizations 2.0
Replies: 109
Views: 28131

Re: Friday Facts #421 - Optimizations 2.0

Yes, this is what I wait for, the optimizations! gogo devs!! :D
by BattleFluffy
Sun Apr 21, 2024 11:53 pm
Forum: News
Topic: Friday Facts #407 - Automating a soundtrack
Replies: 60
Views: 16446

Re: Friday Facts #407 - Automating a soundtrack

Will this audio backend update resolve the constructive interference/digital distortion and clipping that can be heard when a large group of bitters die on the same frame, eg from a grenade?

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