Search found 278 matches

by Muppet9010
Fri Jul 12, 2019 11:23 pm
Forum: Not a bug
Topic: [0.17.55] Filter stack inserter on circuit network does nothing
Replies: 7
Views: 2112

Re: [0.17.55] Filter stack inserter on circuit network does nothing

yea you are correct. I redid the events fresh and I hadn't unticked the logistic network "Connect". Funny as a few experienced "smarts" people ingame looked at it and couldn't work out what was up either.
by Muppet9010
Fri Jul 12, 2019 10:30 pm
Forum: Not a bug
Topic: [Oxyd] [0.17.56] Biter groups get stuck on cliffs and go idle
Replies: 15
Views: 3414

[Oxyd] [0.17.56] Biter groups get stuck on cliffs and go idle

This save is from a biter battles (Mewmew) tonight. If you look north there are many groups of biters that were sent by the scenario at the north's silo, but got "stuck". The biters were formed in to an attack group at near their spawners and then given an attack move command at the silo I...
by Muppet9010
Fri Jul 12, 2019 3:03 pm
Forum: Not a bug
Topic: [0.17.55] Filter stack inserter on circuit network does nothing
Replies: 7
Views: 2112

Re: [0.17.55] Filter stack inserter on circuit network does nothing

Hmm I need to reproduce this from scratch then as in the GUI it showed the circuit network with options set, not logistic network. I believed I had disconnected it from the logistics network, which was connected before the circuit network was used.
by Muppet9010
Fri Jul 12, 2019 12:25 am
Forum: Not a bug
Topic: [0.17.55] Filter stack inserter on circuit network does nothing
Replies: 7
Views: 2112

[0.17.55] Filter stack inserter on circuit network does nothing

A filter stack inserter connected to a circuit network and configured to "Set filters" no longer reacts to positive circuit signals. It just sits there idle. The below blueprint doesn't activate the filter stack inserter. Capture.PNG Blueprint string of setup: 0eNqtU9tuwjAM/Rc/J1LDZaD+yoSi...
by Muppet9010
Tue Jul 09, 2019 2:40 pm
Forum: Resolved Problems and Bugs
Topic: [17.55] Crash after update
Replies: 6
Views: 1789

Re: [17.55] Crash after update

Same issue when going from .54 to .55. However, I did get the .54 to .55 changelog shown on the following manual start of the game.
I also had the issue going from .53 to .54. Not sure if OP did?
by Muppet9010
Mon Jul 08, 2019 6:37 pm
Forum: Modding interface requests
Topic: Add radius to LuaSurface.destroy_decoratives() and LuaSurface.find_decoratives_filtered()
Replies: 1
Views: 514

Add radius to LuaSurface.destroy_decoratives() and LuaSurface.find_decoratives_filtered()

Add an optional radius argument to LuaSurface.destroy_decoratives() and LuaSurface.find_decoratives_filtered() for use with position to get/destroy all decoratives within a radius of a point. Similar to how radius functions in LuaSurface.find_entities_filtered() Use case is for deleting all decorati...
by Muppet9010
Mon Jul 08, 2019 6:12 pm
Forum: Resolved Problems and Bugs
Topic: [posila][0.17.54] Setting FireFlame prototype's spread_delay_deviation to less than 2 crashes the game
Replies: 2
Views: 2352

[posila][0.17.54] Setting FireFlame prototype's spread_delay_deviation to less than 2 crashes the game

Setting FireFlame prototype's spread_delay_deviation to less than the value of 2 crashes the game when the fire entity is created in Editor mode and the game is running (not speed paused).
https://wiki.factorio.com/Prototype/Fir ... _deviation
by Muppet9010
Wed Jul 03, 2019 10:50 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.53] Mod settings field highlighting doesn't clear on focus loss
Replies: 1
Views: 2800

[kovarex] [0.17.53] Mod settings field highlighting doesn't clear on focus loss

In the mod settings GUI when you highlight the contents of a text field and click on to another field the highlighting of the first field isn't removed. Capture.PNG In the attached example I: clicked in to a text field selected the text in the field clicked on to the next field and repeated In this ...
by Muppet9010
Mon Jul 01, 2019 12:18 am
Forum: Modding interface requests
Topic: Add a way to hide item usage by a rocket silo from stats
Replies: 0
Views: 468

Add a way to hide item usage by a rocket silo from stats

At present the items sent in a rockets inventory and the items that are created in the rocket silos result inventory can't be hidden from production stats like a recipe in an assembling machine can be. As suggestions I think this could be resolved by either: New attributes on an item prototype to hi...
by Muppet9010
Mon Jun 24, 2019 9:34 pm
Forum: Implemented mod requests
Topic: Add on_research_cancelled event
Replies: 2
Views: 1394

Add on_research_cancelled event

Can we add an on_research_cancelled event that includes which research was cancelled. It should be called for both the current research and for ones in the queue. My use case is I react to the number of a specific infinite research being done/queued in relation to an ingame maximum. When there is as...
by Muppet9010
Sun Jun 23, 2019 10:10 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.50] "Undiscovered" technologies can be researched
Replies: 1
Views: 2243

[0.17.50] "Undiscovered" technologies can be researched

If I disable an infinite technology which has the "visible_when_disabled" property as true it appears in the list as I'd expect, however it can still be researched if clicked when in normal gameplay mode (non editor). The technology is listed as "undiscovered" and has no backgrou...
by Muppet9010
Fri Jun 07, 2019 2:56 pm
Forum: Duplicates
Topic: [0.17.46] invalid data error not handled nicely
Replies: 5
Views: 691

Re: [0.17.46] invalid data error not handled nicely

Please update forum Search to look inside images for text ;)
by Muppet9010
Fri Jun 07, 2019 2:13 pm
Forum: Duplicates
Topic: [0.17.46] invalid data error not handled nicely
Replies: 5
Views: 691

[0.17.46] invalid data error not handled nicely

The mod Big Monsters version 0.17.15 does something in the data stage that the game doesn't like. However the error isn't caught in a nice way like most, identifying the specific mod(s) that touched the data entry, with the buttons to disable mods, restart, etc. Rather in a simple error message box ...
by Muppet9010
Sun Jun 02, 2019 11:20 pm
Forum: Duplicates
Topic: [0.17.45]Game crash in heavy mode
Replies: 4
Views: 946

Re: [0.17.45]Game crash in heavy mode

no, but from looking at the deync report, heavy mode dumps, mod code and speaking to the mod author we have identified a local variable that affects the game state. So hopefully it it this causing the issues. This local variable affects the chance and location of entity creation, all be it with a lo...
by Muppet9010
Sun Jun 02, 2019 9:44 pm
Forum: Duplicates
Topic: [0.17.45]Game crash in heavy mode
Replies: 4
Views: 946

Re: [0.17.45]Game crash in heavy mode

by fail I mean fail a CRC check and show a desync. Glad they are the same issue. I was trying to recreate the desync experienced in the MP game before the save crashing covered in the other bug when this crash in heavy mode occurred. I was testing around the Will-o'-the-Wisps updated mod: https://mo...
by Muppet9010
Sun Jun 02, 2019 4:34 pm
Forum: Duplicates
Topic: [0.17.45]Game crash in heavy mode
Replies: 4
Views: 946

[0.17.45]Game crash in heavy mode

I was testing a modded game and while in Editor mod with the Time Usage statistsics up I ran heavy mode and the game crashed. I've attached the logs, but had done a lot of messing around in the map and so can't reproduce it from the save. The save can be made to fail the heavy checks via certain pla...
by Muppet9010
Sun Jun 02, 2019 3:01 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.45] Game crashes when saving map
Replies: 2
Views: 2242

[0.17.45] Game crashes when saving map

in a modded 0.17.45 MP game the server crashed when trying to auto save the map. When any of the connected players tried to save the current map locally they also crashed. The log file from one of the clients is attached. When the most recent auto save (from quite a while before this) was loaded the...
by Muppet9010
Thu May 30, 2019 6:51 pm
Forum: Releases
Topic: Version 0.17.44
Replies: 20
Views: 12994

Re: Version 0.17.44

SuperSandro2000 wrote:
Thu May 30, 2019 3:17 pm
Probably broke on of my mods again like always. Thanks for that!
thanks for breaking his mods again. I miss these posts on some releases
by Muppet9010
Tue May 28, 2019 10:07 pm
Forum: Resolved Problems and Bugs
Topic: [Bilka] [0.17.43] Supply Mission Win dialog too small
Replies: 1
Views: 1640

[Bilka] [0.17.43] Supply Mission Win dialog too small

The dialog shown when you win the Supply Mission is too small. The "Time" text is cut off.
Capture.PNG
Capture.PNG (69.32 KiB) Viewed 1640 times
by Muppet9010
Tue May 28, 2019 12:49 pm
Forum: Modding interface requests
Topic: Add on_entity_damage_absorbed event and/or expand on_entity_damaged event
Replies: 1
Views: 851

Re: Add on_entity_damage_absorbed event and/or expand on_entity_damaged event

largely done in the fixes for: viewtopic.php?f=30&t=71218

the separation of damage absorbed by armour resistances vs damage then absorbed by shields isn't included in the event.

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