Search found 283 matches

by Muppet9010
Sat Oct 03, 2020 12:38 pm
Forum: Duplicates
Topic: [1.0.0] Game crash on rail wagon collision
Replies: 3
Views: 1143

Re: [1.0.0] Game crash on rail wagon collision

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.
by Muppet9010
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 ...
by Muppet9010
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 ...
by Muppet9010
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.
by Muppet9010
Mon Sep 07, 2020 4:01 pm
Forum: Wiki Talk
Topic: Console page - Tab usage
Replies: 2
Views: 2123

Re: Console page - Tab usage

intelligent code completion
seems the next best thing then. It looks to be a generic term, is googlable and on Wikipedia.
https://en.wikipedia.org/wiki/Intellige ... completion
by Muppet9010
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 ...
by Muppet9010
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 ...
by Muppet9010
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 👍
by Muppet9010
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 ...
by Muppet9010
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 :)
by Muppet9010
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
by Muppet9010
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 ...
by Muppet9010
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 ...
by Muppet9010
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.
by Muppet9010
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
by Muppet9010
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

no minimap.PNG
no minimap.PNG (74.85 KiB) Viewed 1800 times
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.
by Muppet9010
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 :P
by Muppet9010
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 ...
by Muppet9010
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 ...
by Muppet9010
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.

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