Search found 2244 matches
- Mon Jan 04, 2021 1:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.6] Crash while loading modded game (RailSegment::initFrom)
- Replies: 6
- Views: 2693
Re: [boskid][1.1.6] Crash while loading modded game (RailSegment::initFrom)
The issue with the buildability check is fixed for 1.1.7. I was holding this bug report in assigned because i wanted to implement a migration that would fix those saves but the migration to remove some overlapping rails and fix the rest of the rails and trains state would be so ugly i had to decide ...
- Mon Jan 04, 2021 12:54 pm
- Forum: Not a bug
- Topic: [1.1] empty schedule and manual-mode and penalty issues
- Replies: 2
- Views: 754
Re: [1.1] empty schedule and manual-mode and penalty issues
In 1.1.7 there will be train_auto_without_schedule_penalty of 7000.
- Mon Jan 04, 2021 9:24 am
- Forum: Modding help
- Topic: Ghost entity placement event?
- Replies: 2
- Views: 1164
Re: Ghost entity placement event?
Ghosts are just another type of Entity so all the standard events should apply. When you build a ghost of electric pole you will get `on_built_entity` event with created_entity pointing to the entity-ghost for which ghost_name=<pole name>.
- Mon Jan 04, 2021 7:57 am
- Forum: Duplicates
- Topic: [1.1.6] Crash loading save, Build check failed curved-rail in the way
- Replies: 2
- Views: 611
Re: [1.1.6] Crash loading save, Build check failed curved-rail in the way
Duplicate 93227. This save file will load just fine in the 1.1.7
- Sat Jan 02, 2021 9:20 pm
- Forum: Not a bug
- Topic: [1.1.6] Game Freezes when you run this Command
- Replies: 1
- Views: 346
Re: [1.1.6] Game Freezes when you run this Command
Not a bug.
Your command contains infinite loop which will never end. Cause: inner "local".
Your command contains infinite loop which will never end. Cause: inner "local".
- Sat Jan 02, 2021 8:15 pm
- Forum: Not a bug
- Topic: [1.1.6] Possible error in Logistic Science Pack recipe
- Replies: 2
- Views: 648
Re: [1.1.6] Possible error in Logistic Science Pack recipe
Not a bug.
Recipe for transport belt is "1 iron-plate + 1 iron-gear-wheel -> 2 transport-belt", so on average single transport belt requires 1.5 iron plate
Recipe for transport belt is "1 iron-plate + 1 iron-gear-wheel -> 2 transport-belt", so on average single transport belt requires 1.5 iron plate
- Sat Jan 02, 2021 9:25 am
- Forum: Duplicates
- Topic: [1.1.6] Crash loading save: Build check failed, straight-rail in the way
- Replies: 3
- Views: 1081
- Sat Jan 02, 2021 9:08 am
- Forum: Not a bug
- Topic: [1.1.6] Tool window switches to bottom right when entering editor mode
- Replies: 1
- Views: 545
- Fri Jan 01, 2021 9:02 pm
- Forum: Modding help
- Topic: Determining performance impact of low_power state
- Replies: 5
- Views: 1494
Re: Determining performance impact of low_power state
low_power state shows in case of entity with electric energy source which has availableEnergy below 90,909% of the buffer size. That state is irrelevant for the performance computation. Crafting machines (assembling machines, furnaces, rocket silo) use performance value: craftingMachinePerformance =...
- Thu Dec 31, 2020 5:47 pm
- Forum: 1 / 0 magic
- Topic: [1.1.6] Crash loading save "Error Chunk.cpp:729: Trying to make chunk at unreasonable position"
- Replies: 4
- Views: 1654
Re: [1.1.6] Crash loading save "Error Chunk.cpp:729: Trying to make chunk at unreasonable position"
I am not sure what happened here, size of one of the lists was off by 1 causing deserialisation to misinterpret some data as chunk position and because they were not chunk position, the crash happened. For this i am moving this to "1/0 magic" because i do not know how would that list size ...
- Thu Dec 31, 2020 5:11 pm
- Forum: 1 / 0 magic
- Topic: [1.1.6] Crash when loading save (Entity::setup)
- Replies: 2
- Views: 1075
Re: [1.1.6] Crash when loading save (Entity::setup)
I am moving this to "1/0 magic": there was one byte in the saved file that was wrong - transport belt at {-3799.5, -121.5} had wrong force id. In attachment is the fixed save file. Please make sure your PC is stable and does not have memory issues because corrupted save files are not fun t...
- Wed Dec 30, 2020 11:33 am
- Forum: Not a bug
- Topic: [1.0.0] "Repathed" string not available for translation
- Replies: 2
- Views: 1119
Re: [1.0.0] "Repathed" string not available for translation
Not a bug.
"Repathed" message is locked behind debug option "show-train-repathing" and as such is not going through translations.
"Repathed" message is locked behind debug option "show-train-repathing" and as such is not going through translations.
- Tue Dec 29, 2020 8:57 pm
- Forum: Not a bug
- Topic: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal
- Replies: 7
- Views: 2077
Re: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal
Is it intended that this shows up under both train pathfinder and entity update? I guess I could see either, I'm kind of surprised it's both though. Nothing unusual. Rail signals were placed by construction bots which happens during entity update, and placing signals causes immediate repath events ...
- Tue Dec 29, 2020 6:52 pm
- Forum: Minor issues
- Topic: [1.0.0] Scenario Editor Graphics Error
- Replies: 1
- Views: 962
Re: [1.0.0] Scenario Editor Graphics Error
I see. It is an out-of-map tile that has exactly 3 grass and 1 water neighbour (not including diagonals). Pretty much minor issue because out of map tiles are not player placeable, but maybe someone wants to fix that.
- Tue Dec 29, 2020 6:38 pm
- Forum: Not a bug
- Topic: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal
- Replies: 7
- Views: 2077
Re: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal
Duplicate of Not a bug https://forums.factorio.com/49892 https://forums.factorio.com/83347. Unfortunately when rails or signals are created or destroyed, there are many cases that may invalidate some train paths or make some trains to now have a path so they have to be checked and this causes increa...
- Tue Dec 29, 2020 6:32 pm
- Forum: 1 / 0 magic
- Topic: [1.1.6] Crash loading save "Error Chunk.cpp:729: Trying to make chunk at unreasonable position"
- Replies: 4
- Views: 1654
Re: [1.1.6] Crash loading save "Error Chunk.cpp:729: Trying to make chunk at unreasonable position"
Cannot download save file because of missing permission.
- Tue Dec 29, 2020 9:39 am
- Forum: Gameplay Help
- Topic: Power logic
- Replies: 8
- Views: 2100
Re: Power logic
Moved to gameplay help. If you want to report a bug, please follow the friendly rules: 3638 - provide a save file and game version.
- Tue Dec 29, 2020 8:58 am
- Forum: Mods
- Topic: Industrial Revolution 2 (2.0.1) biters stop attacking player after using Transmat
- Replies: 1
- Views: 1349
Re: Industrial Revolution 2 (2.0.1) biters stop attacking player after using Transmat
Indestructible flag on the character is set.
- Sun Dec 27, 2020 8:09 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [1.1.6] Ghost combinator loses settings when placed
- Replies: 2
- Views: 2076
Re: [1.1.6] Ghost combinator loses settings when placed
Thanks for the report. Issue is now fixed for 1.1.7. At first i was going to "not a bug" this because when you place an entity with a different direction than ghost's direction and entity supports directions (constant combinator can be rotated), it does not trigger entity revive but instea...
- Sat Dec 26, 2020 12:34 pm
- Forum: Won't implement
- Topic: LuaRCON instances should persist!
- Replies: 12
- Views: 5338
Re: LuaRCON instances should persist!
Actually, I just found it: From the original Source RCON protocol spec (https://developer.valvesoftware.com/wiki/Source_RCON_Protocol#Packet_ID): The packet id field is a 32-bit little endian integer chosen by the client for each request. It may be set to any positive integer. When the server respo...