Search found 2244 matches
- Mon May 18, 2020 5:43 pm
- Forum: Duplicates
- Topic: [0.18.24] Crash with train mod: outgoingBlock->getInboundSignals().count(const_cast<RailSignalBase*>(this)) was not true
- Replies: 1
- Views: 648
- Mon May 18, 2020 5:25 pm
- Forum: Gameplay Help
- Topic: [0.18.24] Unpredictable number of science packs preloaded into laboratory
- Replies: 11
- Views: 2499
Re: Unpredictable number of science packs preloaded into laboratory
Your assumptions will break as soon inserters will have stack size > 1 or when you have lab with multiple input inserters since they check target content before movement and then they will try to push anything they have into the target. Please follow the rules for posting bug reports (https://forums...
- Mon May 18, 2020 5:06 pm
- Forum: Ideas and Suggestions
- Topic: Support bigger number of channels by constant combinator
- Replies: 3
- Views: 626
Re: Support bigger number of channels by constant combinator
There is nothing here that could be considered a bug. Moved out of Bug Reports to Ideas and Suggestions
- Mon May 18, 2020 6:20 am
- Forum: Desyncs with mods
- Topic: 0.18.24 Desync attempting to log into multi user game
- Replies: 9
- Views: 4215
Re: 0.18.24 Desync attempting to log into multi user game
quick summary for me in the future:
- there are 4 diffs around near blueprint-entity rotation-point
- there is 1 diff near equipment-grid of locomotive at {183, 454}
- a lot of mods
- a lot of custom script
- there are 4 diffs around near blueprint-entity rotation-point
- there is 1 diff near equipment-grid of locomotive at {183, 454}
- a lot of mods
- a lot of custom script
- Sat May 16, 2020 12:06 pm
- Forum: Modding help
- Topic: About obtain container context.
- Replies: 3
- Views: 384
Re: About obtain container context.
https://lua-api.factorio.com/0.18.24/LuaEntity.html
Code: Select all
for _, entity in pairs(game.player.surface.find_entities_filtered{area = radius, name = "wooden-chest"}) do
game.player.print(serpent.block(entity.get_inventory(defines.inventory.chest).get_contents()))
end
- Sat May 16, 2020 6:06 am
- Forum: Ideas and Suggestions
- Topic: Change how underground pipes work
- Replies: 3
- Views: 1106
Re: Change how underground pipes work
Not going to happen. 1/ What if you build pipe to ground in place where there already exists underground pipe in between of pipe-to-grounds - would this mean pipes would be returned? 2/ Since placing pipe-to-ground ghost is able to cut underground, would it mean by placing such ghost you would get p...
- Fri May 15, 2020 4:48 pm
- Forum: Pending
- Topic: [0.17.79] CTD (log attached) "!this->reservedSignals.empty() was not true"
- Replies: 3
- Views: 1325
Re: [0.17.79] CTD (log attached) "!this->reservedSignals.empty() was not true"
I saw this crash in at least 2 bugs and they both are fixed in current experimental. Were you using for example Bob Locomotives Mk3 (or something like that) at the time of a crash?
Most likely duplicate 84216
Most likely duplicate 84216
- Fri May 15, 2020 4:38 am
- Forum: Modding interface requests
- Topic: [0.18.x] Strange pump interaction Non-standard size fluid wagon
- Replies: 3
- Views: 923
Re: [0.18.x] Strange pump interaction Non-standard size fluid wagon
Issue with joint_distance of 0 is that it has to be unsupported. When rolling stocks are moving, joints are the primary thing which position is being traced. Rolling stock position is overriden by a middle point between map positions of both joints ("map position" here means conversion fro...
- Thu May 14, 2020 9:17 pm
- Forum: Modding help
- Topic: [item-name] vs [entity-name] localization keys
- Replies: 8
- Views: 2101
Re: [item-name] vs [entity-name] localization keys
Little more thorough description of how ItemPrototype localised_name should work: 1/ if `localised_name` is provided in ItemPrototype and it is not empty {}, use provided value 2/ else if there is place result and it has localised name that is not empty {}, use localised name of place result 3/ else...
- Thu May 14, 2020 6:52 pm
- Forum: Modding help
- Topic: [item-name] vs [entity-name] localization keys
- Replies: 8
- Views: 2101
Re: [item-name] vs [entity-name] localization keys
[ItemPrototype logic] If ItemPrototype has no localised_name, then it will take default one same as defining it to be {"entity-name.%s"} with %s being name of the item. [Item Tooltip logic] If ItemPrototype resolved localised name is empty, place_result localised_name will be taken (fallba...
- Wed May 13, 2020 3:04 pm
- Forum: Duplicates
- Topic: [0.18.22] inconsistent chain signal behaviour
- Replies: 15
- Views: 2117
Re: [0.18.22] inconsistent chain signal behaviour
Now lets make it even worse: if train has a temporary train stop in schedule, it will be able to pass chain signals that are red, because chain signals are able to see only real train stops - temporary train stops have no entity, they are simply a pointer in a train saying to which rail it should go...
- Tue May 12, 2020 5:12 pm
- Forum: Duplicates
- Topic: [0.18.22] inconsistent chain signal behaviour
- Replies: 15
- Views: 2117
Re: [0.18.22] inconsistent chain signal behaviour
chain signals perform a check for a train stop so its reported state is consistent with how trains would behave. As the reservation code will pass when a last signal before train stop is chain signal, train will enter such chain signal section so signal cannot be set to red.
- Tue May 12, 2020 4:55 pm
- Forum: Pending
- Topic: Fluid wagon overfilled?
- Replies: 2
- Views: 951
Re: Fluid wagon overfilled?
Post a save file before and after, i suspect storage tank was not empty.
- Tue May 12, 2020 6:31 am
- Forum: Duplicates
- Topic: [0.18.22] inconsistent chain signal behaviour
- Replies: 15
- Views: 2117
Re: [0.18.22] inconsistent chain signal behaviour
There is nothing interesting here. Rail chain signal is blue because there exists a path that ends at train stop and this is intended. As Loewchen said: https://forums.factorio.com/30881 This logic goes deep into how trains signal reservation works: if train tries to reserve rail chain signal, it is...
- Mon May 11, 2020 8:25 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.21] Desync, potentially related to biter spawning behaviour, segfault in RandomGenerator::getInt
- Replies: 4
- Views: 2533
- Sun May 10, 2020 9:40 pm
- Forum: Modding help
- Topic: [Solved] Plz help with "Entity is not a corpse." error on entity with name "character-corpse"
- Replies: 2
- Views: 306
Re: Plz help with "Entity is not a corpse." error on entity with name "character-corpse"
There are 2 prototype types: "corpse" and "character-corpse". They are different types, corpse_expires works only with entities of type "corpse".
- Sun May 10, 2020 5:31 pm
- Forum: Not a bug
- Topic: [0.18.22] Train Pathfinding broken when wagon gets destroyed
- Replies: 1
- Views: 452
Re: [0.18.22] Train Pathfinding broken when wagon gets destroyed
Not a bug. When rolling stock is deleted or destroyed, train switches from Automatic back to Manual but is still moving. In Manual train has no path and is moving freely due to initial condition.
- Sun May 10, 2020 10:35 am
- Forum: Desyncs with mods
- Topic: [Fixed][0.18.21] Desynced in MP with Krastorio 2, Space Exploration and some other mods
- Replies: 5
- Views: 2394
Re: [0.18.21] Desynced in MP with Krastorio 2, Space Exploration and some other mods
link to google drive is not working for me. IP would be usefull when server would be in editor's paused time, not paused game because i cannot communicate with anyone on a server
- Fri May 08, 2020 8:29 pm
- Forum: Mod and installation managers
- Topic: Mod Portal Downloads have Inconsistent Checksums
- Replies: 2
- Views: 1922
Re: Mod Portal Downloads have Inconsistent Checksums
Are you sure you are downloading a mod and not downloading a login page that each time has a different csrf token?
- Mon May 04, 2020 7:00 pm
- Forum: Duplicates
- Topic: [0.18.21] crash with unexpected error
- Replies: 1
- Views: 648
Re: [0.18.21] crash with unexpected error
Duplicate 84181, already fixed in 0.18.22