Search found 22 matches

by project6
Sun Apr 07, 2019 10:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.24] Missing Unicode characters
Replies: 5
Views: 1908

Re: [0.17.24] Missing Unicode characters

Same behaviour noted for me as well using unicode geometric shapes (https://www.compart.com/en/unicode/block/U+25A0): Many unicode characters are replaced by spaces. I replicated this behaviour in the en, fr, ko, and zn-TW locales. For the ru locale I got "blank boxes" instead. blank box.P...
by project6
Mon Mar 11, 2019 3:30 pm
Forum: Already exists
Topic: Water-only map generation in 0.17
Replies: 6
Views: 2630

Re: Water-only map generation in 0.17

No data stage access for my use case, but I appreciate the follow up.
by project6
Sat Mar 02, 2019 10:04 am
Forum: Won't fix.
Topic: [0.17.4] Scenario locale is not available to error until after scenario control.lua runs
Replies: 1
Views: 789

[0.17.4] Scenario locale is not available to error until after scenario control.lua runs

A continuation of https://forums.factorio.com/viewtopic.php?f=11&t=60767&p=366009 It seems that this was half-resolved: the locale data seems loaded, just unavailable to error while it is available to log. 3 control.luas for 3 test runs: 1) log in control init log({'apocalypse.apocalypse_alr...
by project6
Thu Feb 28, 2019 10:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.3] destroy_decoratives crashes game if not given a table.
Replies: 2
Views: 2590

Re: [0.17.3] destroy_decoratives crashes game if not given a table.

Some extra information: though this crashed the install on my PC, this did not crash a headless server and instead generated the following error: Cannot execute command. Error: [string "game.surfaces.nauvis.destroy_decoratives()"]:1: bad argument #0 to 'destroy_decoratives' (Wrong number o...
by project6
Thu Feb 28, 2019 10:56 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.3] Added commands in scenario not getting help text printed
Replies: 1
Views: 1732

[0.17.3] Added commands in scenario not getting help text printed

Control.lua contains only the following: commands.add_command('name', 'help', function() return end) And `/help name` gives this as output (it was run twice in the image): https://cdn.discordapp.com/attachments/478251841184989186/550811628900319243/unknown.png An attempt was also made to use a Local...
by project6
Thu Feb 28, 2019 9:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.3] destroy_decoratives crashes game if not given a table.
Replies: 2
Views: 2590

[0.17.3] destroy_decoratives crashes game if not given a table.

No save file attached, you can get this result starting a regular new game.

Running the following crashes the game: /c game.surfaces.nauvis.destroy_decoratives()
by project6
Thu Feb 28, 2019 4:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2][Twinsen] Querying player.get_quick_bar_slot(101) causes crash
Replies: 2
Views: 1951

[0.17.2][Twinsen] Querying player.get_quick_bar_slot(101) causes crash

Step to reproduce: query get_quick_bar_slot > 100 in whatever way you find easiest and observe crash.
/c local crash_now = game.player.get_quick_bar_slot(101)
by project6
Thu Feb 28, 2019 8:50 am
Forum: Resolved Problems and Bugs
Topic: [0.17.2] word_wrap in LuaGuiElements wrapping aggressively and inconsistently
Replies: 4
Views: 1200

Re: [0.17.2] word_wrap in LuaGuiElements wrapping aggressively and inconsistently

The pic was taken with the redmew scenario which is quite large, and has a lot of framework which would make pinpointing the issue a chore. I'll upload a save with the barest code to clearly demonstrate the majority of the issue, and a save with the full redmew scenario for completion. In the redmew...
by project6
Wed Feb 27, 2019 10:42 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] word_wrap in LuaGuiElements wrapping aggressively and inconsistently
Replies: 4
Views: 1200

[0.17.2] word_wrap in LuaGuiElements wrapping aggressively and inconsistently

word_wrap seems to be acting in an inconsistent and unexpected manner. It is wrapping things far too short, but the wrapping behaviour changes when the string is being changed in vivo. Further, the wrapping behaviour reverts to being aggressive when you change away from it. Initial wrapping is aggre...
by project6
Wed Feb 27, 2019 4:28 am
Forum: Already exists
Topic: Water-only map generation in 0.17
Replies: 6
Views: 2630

Water-only map generation in 0.17

Having a water-only map for the purposes of scenario-based world generation is great since it gives you a map in its (nearly) most basic form: everything is the same tile and the only entities on the map are fish. It seems the switch from 16 to 17's map generation has closed off that possibility and...
by project6
Mon Feb 25, 2019 6:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Running LuaObjects through inspect's "process" will crash factorio to desktop
Replies: 6
Views: 2357

Re: [0.16.51] Running LuaObjects through inspect's "process" will crash factorio to desktop

Found out today that you did indeed change the logic of the lua version and wanted to give my thanks. :)
(Was hard to be sure since this issue could have been marked resolved when `inspect` was removed)
by project6
Mon Feb 04, 2019 5:23 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Running LuaObjects through inspect's "process" will crash factorio to desktop
Replies: 6
Views: 2357

Re: [0.16.51] Running LuaObjects through inspect's "process" will crash factorio to desktop

We ended up finding out what the issue with serpent is: block() chokes on large numerical table keys Is fine. /c game.print(serpent.block({[2147483646] = true, [2147483647] = true})) Is not fine. /c game.print(serpent.block({[2147483647] = true, [2147483648] = true})) 2147483647 being int32.maxValue...
by project6
Mon Feb 04, 2019 9:50 am
Forum: Resolved Problems and Bugs
Topic: Corrupt blueprint on server causes desyncs for players
Replies: 1
Views: 1064

Corrupt blueprint on server causes desyncs for players

Heya, A BP got uploaded/imported in MP and was corrupt (blank?). The server itself didn't realize this, nor did connected clients, but when new clients joined, they detected the fault and their clients corrected the issue... locally. I'm not sure the exact trigger, but when client and server disagre...
by project6
Fri Feb 01, 2019 5:26 pm
Forum: Implemented mod requests
Topic: A way to find the LuaObject type
Replies: 10
Views: 3645

Re: A way to find the LuaObject type

I don't mind adding it for debug reasons but this statement concerns me: you should *always* know what objects you're passing around are. If you've written your code such that you've lost that information then you're written incorrect code. Maybe I'm confused. Isn't that what debugging is for? Trac...
by project6
Wed Jan 30, 2019 8:23 pm
Forum: Implemented mod requests
Topic: A way to find the LuaObject type
Replies: 10
Views: 3645

Re: A way to find the LuaObject type

The use-case is debugging. You have some kind of LuaObject arriving somewhere and it's not what you expect. Knowing the type would help with knowing where it came from/where things are being contaminated. Currently we use: function Debug.object_type(object) local obj_type = type(object) if obj_type ...
by project6
Mon Jan 28, 2019 10:22 pm
Forum: Implemented mod requests
Topic: A way to find the LuaObject type
Replies: 10
Views: 3645

A way to find the LuaObject type

Looking at the output from `help()`, there seems to be identification of the object type. Would it be possible to make these accessible? Being able to see the object type would be very helpful with debugging. is_player() is cool, but also oddly specific considering there are 76 LuaObject types in 0....
by project6
Thu Jan 17, 2019 11:47 pm
Forum: Won't implement
Topic: position :: Position and position :: ChunkPosition
Replies: 3
Views: 1291

position :: Position and position :: ChunkPosition

Heya, Currently, everything wants a position, whether it's an actual Position or a ChunkPosition. It would be nice if parameters that wanted a ChunkPosition would be renamed to indicate that they want a ChunkPosition. In the overview of classes (https://lua-api.factorio.com/latest/Classes.html) and ...
by project6
Sat Dec 22, 2018 11:40 am
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Running LuaObjects through inspect's "process" will crash factorio to desktop
Replies: 6
Views: 2357

Re: [0.16.51] Running LuaObjects through inspect's "process" will crash factorio to desktop

You can just use serpent.block
The reason I use inspect for debugging now is serpent.block's previous failure. :(

Image

Thanks for addressing the bug I reported though. :)
by project6
Sat Dec 22, 2018 2:43 am
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Running LuaObjects through inspect's "process" will crash factorio to desktop
Replies: 6
Views: 2357

[0.16.51] Running LuaObjects through inspect's "process" will crash factorio to desktop

The following code block in control.lua will run happily. However it will leave Factorio in a state where if you process the wrong bit of data, if you try to restart, or if you just try to quit to the main menu the game will crash to desktop (usually without a log): local inspect = require 'inspect'...

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