Search found 2221 matches
- Thu Oct 31, 2019 9:32 am
- 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: 2376
Re: [Rseding91] [0.17.74] mass UnitGroup creation and deletion causes desync
For now it looks that length operator (#) on its own works ok (deterministic), but issue (desync) comes from cases where global variable is save-loaded: globals are serialised using serpent.dump on server and then loaded in client but here when loading, lua may choose different internal format than ...
- Thu Oct 31, 2019 6:34 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.74] Crash: "fonsDrawText"
- Replies: 6
- Views: 1438
Re: [0.17.74] Crash: "fonsDrawText"
It should not be even possible to crash here: array with 400 elements is indexed with value of character (byte, cannot exceed 255) that in this case was equal to 48 (character '0'). Only explanation is some earlier instruction that loads address of this (static) table somehow got corrupted in memory...
- Mon Oct 28, 2019 1:03 pm
- Forum: 1 / 0 magic
- Topic: [0.17.74] Game crashes after blueprinting
- Replies: 7
- Views: 2370
Re: [0.17.74] Game crashes after blueprinting
From dump for 0.17.74, there is only one explanation: bit flip. In one place there is std::vector<> with capacity of 1 and size of 0x0001000000000001 elements.
- Mon Oct 28, 2019 6:59 am
- Forum: Duplicates
- Topic: [0.17.74] Player can walk through storage tanks
- Replies: 1
- Views: 578
- Sun Oct 27, 2019 3:20 pm
- Forum: Gameplay Help
- Topic: Can not understand train signals.
- Replies: 3
- Views: 1276
Re: Can not understand train signals.
There is nothing wrong here. Train when moving in auto will reserve some blocks in advance since it knows path it wants to go. Train in manual could turn on player's input so there is no reservation in advance. Block in which train is (auto or manual), is occupied so there is red on chain signal (si...
- Sat Oct 26, 2019 11:30 am
- Forum: Won't implement
- Topic: LuaTile.get_light_level()
- Replies: 6
- Views: 1702
Re: LuaTile.get_light_level()
It is not going to happen. Light levels are rendered from png and so headless server would not be able to compute this values.
- Fri Oct 25, 2019 8:32 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 46053
- Fri Oct 25, 2019 9:45 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] My game crashed (OpenGL: OUT_OF_MEMORY)
- Replies: 2
- Views: 990
Re: My game crashed
Code: Select all
5563.933 Error GraphicsInterfaceOpenGL.cpp:248: [OpenGL]: Error OUT_OF_MEMORY encountered in frame 329528.
- Fri Oct 25, 2019 6:56 am
- Forum: Modding discussion
- Topic: result vs results
- Replies: 2
- Views: 983
Re: result vs results
"result" is old one, for it to specify amount you would have to add extra property "result_count" because default is 1 (you can see this in "transport-belt" recipe). No other attributes can be added for it. "results" is new, generic one in which you can specif...
- Thu Oct 24, 2019 9:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] " function on_player_rotated_entity(event)" only works when fluid connection is present
- Replies: 5
- Views: 3388
Re: [0.17.14] " function on_player_rotated_entity(event)" only works when fluid connection is present
Thanks. It is now fixed for [0.17.74] Issue was introduced in [0.17.70] by some mistake. Immediate workaround is to rebuild heat pipes adjacent to previous and new position of heat connection. -- edit: btw, this second issue was different and is not related to topic's subject. Next time please make ...
- Thu Oct 24, 2019 8:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] " function on_player_rotated_entity(event)" only works when fluid connection is present
- Replies: 5
- Views: 3388
Re: [0.17.14] " function on_player_rotated_entity(event)" only works when fluid connection is present
Heat connector is properly rotated, but adjacent heat pipes are not updated
- Mon Oct 21, 2019 4:29 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.72] Steam Engine Rotation Not Working
- Replies: 2
- Views: 2225
Re: [0.17.72] Steam Engine Rotation Not Working
Thanks, it is now fixed for [0.17.73]
- Mon Oct 21, 2019 4:10 am
- Forum: Not a bug
- Topic: [0.17.72] Cleaning the inventory does not work
- Replies: 5
- Views: 1518
Re: [0.17.72] Cleaning the inventory does not work
https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.spill_item_stack wrote:enable_looted :: boolean (optional): When true, each created item will be flagged with the LuaEntity::to_be_looted flag.
https://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.to_be_looted wrote:to_be_looted :: boolean [Read-Write]
Will this entity be picked up automatically when the player walks over it?
- Mon Oct 21, 2019 3:54 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.72] Steam Engine Rotation Not Working
- Replies: 2
- Views: 2225
Re: [0.17.72] Steam Engine Rotation Not Working
Seriously how we missed that? Steam engines are not supposed to be rotatable so rotate after placement will be disabled -- edit: Issue looks to be with gfx, steam engine with direction North looks ok, after rotate it turns to South and this uses gfx for weird horizontal one; or issue is with steam e...
- Sun Oct 20, 2019 5:17 pm
- Forum: Duplicates
- Topic: [0.17.72] Connected trains unload/load bug
- Replies: 5
- Views: 956
Re: Connected trains unload/load bug
Duplicate 76999 - part of train is on a curved rails.
- Sun Oct 20, 2019 5:12 pm
- Forum: Ideas and Suggestions
- Topic: Minecraft "Pick Up" like button
- Replies: 1
- Views: 571
Re: Minecraft "Pick Up" like button
You mean Pipette tool, that by default is under "Q"? Already exists. Only difference to what you described is it will not put shortcut in toolbar, you have to do it by yourself. Pipette tool (Q) is used to quickly put an item in hand without searching through the inventory (similar to a &q...
- Sun Oct 20, 2019 4:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][0.17.72] Unable to copy accumulator variable by shift-click
- Replies: 1
- Views: 2022
Re: [boskid][0.17.72] Unable to copy accumulator variable by shift-click
Thanks, this issue and related issue of blueprint placement over existing accumulator are fixed for [0.17.73]
- Sun Oct 20, 2019 12:03 pm
- Forum: Not a bug
- Topic: [0.17.72] Cleaning the inventory does not work
- Replies: 5
- Views: 1518
Re: [0.17.72] Cleaning the inventory does not work
Cannot reproduce. /c global.npc_worker = game.surfaces[1].create_entity{name="character", position={0,0}, force="player"} global.npc_worker.selected = game.surfaces[1].create_entity{name="iron-ore", position={0.5, 0.5}, amount=10000} global.npc_worker.mining_state = {mi...
- Sun Oct 20, 2019 11:25 am
- Forum: Duplicates
- Topic: [0.17.72] Cargo wagon disalignment
- Replies: 5
- Views: 1557
Re: (17.72) Cargo wagon disalignment
Reproduction with moving train going for stop, only 5 inserters work
- Sun Oct 20, 2019 6:59 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)
- Replies: 3
- Views: 2311
Re: [boskid][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)
https://www.factorio.com/blog/post/fff-317 Issue is that you are using "path_resolution_modifier = -8". This means that abstract nodes cover 1 chunk each (32x32), but base node covers 64 chunks (256x256). At some point goal position is badly aligned because of resolution, chunk that contai...