yea it looks the same type of circumstances and error message. Hard as I can't reproduce with my 1 stationary and 1 moving train.
sorry my search skills obviously failed.
Search found 283 matches
- Sat Oct 03, 2020 12:38 pm
- Forum: Duplicates
- Topic: [1.0.0] Game crash on rail wagon collision
- Replies: 3
- Views: 1143
- Sat Oct 03, 2020 12:14 pm
- Forum: Duplicates
- Topic: [1.0.0] Game crash on rail wagon collision
- Replies: 3
- Views: 1143
[1.0.0] Game crash on rail wagon collision
The game crashed with the below error when a train crashed in to another train.
Error Rail.cpp:164: this->state == RailConnectionDirection::None was not true
I am using modded short trains. I loaded a test save game, placed a new train (3 wagons) in paused editor mode on a track a bit ahead of ...
Error Rail.cpp:164: this->state == RailConnectionDirection::None was not true
I am using modded short trains. I loaded a test save game, placed a new train (3 wagons) in paused editor mode on a track a bit ahead of ...
- Fri Oct 02, 2020 9:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Crash loading save: "Active entities count doesn't match."
- Replies: 3
- Views: 1340
[1.0.0] Crash loading save: "Active entities count doesn't match."
When this save is loaded it crashes the game with: Active entities count doesn't match.
Logs attached.
Save: https://www.dropbox.com/s/9y48tem9nkfncx2/game%20crash.zip?dl=0
The mods can all be synced from the save as with the mod settings. That is how I got them for testing this issue originally ...
Logs attached.
Save: https://www.dropbox.com/s/9y48tem9nkfncx2/game%20crash.zip?dl=0
The mods can all be synced from the save as with the mod settings. That is how I got them for testing this issue originally ...
- Sat Sep 19, 2020 11:18 am
- Forum: Texture Packs
- Topic: [Request] Double ended Train Unit Graphics
- Replies: 1
- Views: 3096
Re: [Request] Double ended Train Unit Graphics
In the future if someone is still interested in this please let me know. However, for now I am going to proceed with doing the graphics via sprite manipulation as the main mod is now initial feature complete.
- Mon Sep 07, 2020 4:01 pm
- Forum: Wiki Talk
- Topic: Console page - Tab usage
- Replies: 2
- Views: 2123
Re: Console page - Tab usage
seems the next best thing then. It looks to be a generic term, is googlable and on Wikipedia.intelligent code completion
https://en.wikipedia.org/wiki/Intellige ... completion
- Mon Sep 07, 2020 9:57 am
- Forum: Texture Packs
- Topic: [Request] Double ended Train Unit Graphics
- Replies: 1
- Views: 3096
[Request] Double ended Train Unit Graphics
I have made a mod that adds double ended train units to Factorio. So a single length train wagon with a loco at both ends.
https://mods-data.factorio.com/assets/3bc759711275d8bafec0f795e9e529805549dbfa.thumb.png
https://mods.factorio.com/mod/single_train_unit
I've made some initial graphics for ...
https://mods-data.factorio.com/assets/3bc759711275d8bafec0f795e9e529805549dbfa.thumb.png
https://mods.factorio.com/mod/single_train_unit
I've made some initial graphics for ...
- Tue Sep 01, 2020 8:05 pm
- Forum: Wiki Talk
- Topic: Console page - Tab usage
- Replies: 2
- Views: 2123
Console page - Tab usage
Wiki Page: https://wiki.factorio.com/index.php?title=Console
At the very end of the "Using The Console" section is the below line:
The Tab key will auto-complete commands and player names.
However, this doesn't capture the true power of TAB. It does autocomplete, but it also gives contexual help ...
At the very end of the "Using The Console" section is the below line:
The Tab key will auto-complete commands and player names.
However, this doesn't capture the true power of TAB. It does autocomplete, but it also gives contexual help ...
- Sat Aug 15, 2020 4:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.75] RollingStock connection_distance applied inconsistently
- Replies: 3
- Views: 1856
Re: [kovarex] [0.17.75] RollingStock connection_distance applied inconsistently
Yup finally got back to my crazy train length mod and I can now mix and match connection lengths, cheers 
- Sat Jul 04, 2020 3:05 pm
- Forum: Won't fix.
- Topic: [Rseding91] [0.17.74] mass UnitGroup creation and deletion causes desync if stored in global table using #table
- Replies: 7
- Views: 2998
Re: [Rseding91] [0.17.74] mass UnitGroup creation and deletion causes desync if stored in global table using #table
Yea i think the fact # ever found entries above the first nil is what surprised me and I assume lead to the author of this code reaching this situation where it generally "seemed" to work.
As you said its a Lua "feature" of the # operator, with your example code reproducing the same oddness in a ...
As you said its a Lua "feature" of the # operator, with your example code reproducing the same oddness in a ...
- Sun Jun 28, 2020 8:57 pm
- Forum: Pending
- Topic: [kovarex] [0.17.75] Crash placing modified rail wagons
- Replies: 4
- Views: 2300
Re: [kovarex] [0.17.75] Crash placing modified rail wagons
Ended up trying this mod concept again and I no longer see an issue with selection boxes that touch/overlap when on corners.
So guess the core issue was fixed in the past 7 months
So guess the core issue was fixed in the past 7 months

- Sun Jun 28, 2020 6:57 pm
- Forum: Modding help
- Topic: Lua-API description bug?
- Replies: 1
- Views: 906
Re: Lua-API description bug?
Just hit this myself and so bugged for either a code fix or documentation update depending on what the devs meant it to be 
viewtopic.php?f=7&t=86411

viewtopic.php?f=7&t=86411
- Sun Jun 28, 2020 6:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.34] on_entity_damaged event final_health attribute wrong
- Replies: 1
- Views: 2543
[0.18.34] on_entity_damaged event final_health attribute wrong
The final_health value given for the on_entity_damaged event doesn't do as described.
https://lua-api.factorio.com/latest/events.html#on_entity_damaged
It seems to return a percentage of max health the entity has left. Assume its meant to be as per the API description, as returning a ratio of max ...
https://lua-api.factorio.com/latest/events.html#on_entity_damaged
It seems to return a percentage of max health the entity has left. Assume its meant to be as per the API description, as returning a ratio of max ...
- Fri Jun 26, 2020 4:56 pm
- Forum: Pending
- Topic: [kovarex] [0.17.75] Crash placing modified rail wagons
- Replies: 4
- Views: 2300
Re: [kovarex] [0.17.75] Crash placing modified rail wagons
I had forgotten this was logged tbh. I gave up on this mod idea shortly after posting this bug due to other game engine limitations relating to non default sized wagons. I never ported the POC mod code in to .18 so no idea if the bug still occurs, but seems pretty pointless now given the wider ...
- Fri Apr 24, 2020 3:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.21] Hard Crash on placing nth cargo wagon
- Replies: 3
- Views: 2907
Re: [0.18.21] Hard Crash on placing nth cargo wagon
It's quite possible. I was in editor so didn't really keep track tbh.
- Fri Apr 24, 2020 1:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.21] Hard Crash on placing nth cargo wagon
- Replies: 3
- Views: 2907
[0.18.21] Hard Crash on placing nth cargo wagon
Placed a cargo wagon on to the back of a 2 loco train on a looped rail network and the hard crashed. Was running a scenario in the save below.
https://www.dropbox.com/s/9y48tem9nkfnc ... h.zip?dl=0
https://www.dropbox.com/s/9y48tem9nkfnc ... h.zip?dl=0
- Sat Apr 04, 2020 12:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.17] GUI layout messed up by minimap being turned off
- Replies: 1
- Views: 1800
[0.18.17] GUI layout messed up by minimap being turned off
When the minimap is turned off in player options and holding an entity in your hand, when you go to map view the entity box in the top right is misalgined. Only seems to happen when you are zoomed out in the world view, before going to map view.
- Wed Apr 01, 2020 11:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.17] Crash when accessing LuaPlayer.entity_copy_source while player is dead
- Replies: 3
- Views: 3251
Re: [0.18.17] Crash when accessing LuaControl.entity_copy_source of player while dead
title updated, thanks for the help by looking at this. you obviously know far too much 

- Wed Apr 01, 2020 10:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.17] Crash when accessing LuaPlayer.entity_copy_source while player is dead
- Replies: 3
- Views: 3251
[0.18.17] Crash when accessing LuaPlayer.entity_copy_source while player is dead
Please see JustARandomGeek's first post below for a more succinct reproduction process.
Old Title: [0.18.17] Crash using "--instrument-mod" "debugadapter" in specific use case
I'm logging this here first rather than with JustARandomGeek as its a hard game crash. However, I fully appreciate that ...
Old Title: [0.18.17] Crash using "--instrument-mod" "debugadapter" in specific use case
I'm logging this here first rather than with JustARandomGeek as its a hard game crash. However, I fully appreciate that ...
- Sun Mar 29, 2020 11:51 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.17] Crash setting max_group_gathering_time via command
- Replies: 1
- Views: 2322
[0.18.17] Crash setting max_group_gathering_time via command
I was experimenting with biter attack settings and caused the game to hard crash by setting max_group_gathering_time to the same value as min_group_gathering_time.
game.map_settings.unit_group.max_group_gathering_time = 3600
Logs attached
Save path: https://www.dropbox.com/s/86qoro3qbvoc38j/aaa2 ...
game.map_settings.unit_group.max_group_gathering_time = 3600
Logs attached
Save path: https://www.dropbox.com/s/86qoro3qbvoc38j/aaa2 ...
- Sat Mar 28, 2020 11:33 am
- Forum: Not a bug
- Topic: [0.18.17] Mods page doesn't fit smaller windows
- Replies: 1
- Views: 902
[0.18.17] Mods page doesn't fit smaller windows
The Mods page has a much wider minimum width to view the page than the other menu pages.
All other menu pages seem to fit in a 1280 window fine but the Mods page is much wider then this.
I noticed it as I have always done mod development in 1280x768 and in the past haven't seen this.
All other menu pages seem to fit in a 1280 window fine but the Mods page is much wider then this.
I noticed it as I have always done mod development in 1280x768 and in the past haven't seen this.