Search found 129 matches

by EnigmaticAussie
Wed Aug 07, 2019 4:01 am
Forum: Pending
Topic: [Rseding91] [0.17.63] Attempting to sweep SubSpritePool while sub sprites are still being used.
Replies: 5
Views: 1932

[Rseding91] [0.17.63] Attempting to sweep SubSpritePool while sub sprites are still being used.

Troubleshooting a mod not starting the game. "Disable mods" GUI appears. Make minor changes in mod code. Select Restart Game Crashes out Mods to be disabled: β€’ space-exploration β€’ Squeak Through 301.241 Info AppManager.cpp:1211: Restarting Factorio 301.241 Restarting for reason other than ...
by EnigmaticAussie
Mon Aug 05, 2019 1:20 pm
Forum: Mod portal Discussion
Topic: Deprecated mod appearing in search results
Replies: 0
Views: 875

Deprecated mod appearing in search results

Recently deprecated an old version of burner leech, originally by Klonan, as I overhauled how it worked and wanted to get rid of the "A16 Fix" part of the name. However, when searching for the replacement mod, the deprecated mod still appears in the listings. https://mods.factorio.com/quer...
by EnigmaticAussie
Mon Aug 05, 2019 11:26 am
Forum: Modding interface requests
Topic: Request: module_specification.allowed_module_categories
Replies: 12
Views: 4161

Re: Request: module_specification.allowed_module_categories

As far as I can tell, that shouldn't interfere with the suggested changes.
by EnigmaticAussie
Mon Jul 29, 2019 5:01 am
Forum: Resolved Problems and Bugs
Topic: [posila][0.17.59] Placing train shows power zones
Replies: 12
Views: 4906

Re: [0.17.59] Placing train shows power zones

Possible *not-a-bug*.
Seeing trains are now blueprintable.
by EnigmaticAussie
Sat Jul 27, 2019 10:19 am
Forum: Implemented in 2.0
Topic: Options for Tree & Rock Generation
Replies: 22
Views: 5181

Re: Options for Tree & Rock Generation

slippycheeze wrote: ↑
Fri Jul 26, 2019 7:45 pm
EnigmaticAussie wrote: ↑
Fri Jul 26, 2019 11:25 am
slippycheeze wrote: ↑
Wed Jul 24, 2019 2:34 pm
"all decoratives"
Trees and rocks are not decorative though, they are technically a resource.
the Bioluminescence entities are trees, shrubs, and reeds
Go tell the mod maker.
This isn't a base issue.

Having options for spawning actual trees and rocks is.
by EnigmaticAussie
Fri Jul 26, 2019 1:30 pm
Forum: Duplicates
Topic: [0.17.59] Keyboard doesn't work in Load UI
Replies: 2
Views: 905

Re: [0.17.59] Keyboard doesn't work in Load UI

This is a duplicate of viewtopic.php?f=30&t=73671 and already resolved.
by EnigmaticAussie
Fri Jul 26, 2019 11:25 am
Forum: Implemented in 2.0
Topic: Options for Tree & Rock Generation
Replies: 22
Views: 5181

Re: Options for Tree & Rock Generation

slippycheeze wrote: ↑
Wed Jul 24, 2019 2:34 pm
"all decoratives"
Trees and rocks are not decorative though, they are technically a resource.
by EnigmaticAussie
Fri Jul 26, 2019 4:58 am
Forum: Resolved Problems and Bugs
Topic: [0.17.59][Linux] Del key does not toggle mod deletion sometimes
Replies: 2
Views: 2156

[0.17.59][Linux] Del key does not toggle mod deletion sometimes

Browse installed mods.
Use *del* key to mark/unmark for deletion.
Sometimes it works, sometimes not.

I tried clicking the mod - del key does not work
Using arrow keys to navigate to the same mod - del key works.
by EnigmaticAussie
Fri Jul 26, 2019 4:42 am
Forum: Resolved Problems and Bugs
Topic: [0.17.59][Linux] Crash while browsing modslist
Replies: 1
Views: 2012

[0.17.59][Linux] Crash while browsing modslist

440.640 Error CrashHandler.cpp:595: Received SIGSEGV Factorio crashed. Generating symbolized stacktrace, please wait ... Raw stacktrace: 0xb212e8, 0xceaebd, 0xbaf7b8, 0xbafad8, 0xbafb39, 0x43f60, 0xba254, 0x635578, 0xb46118, 0xb46540, 0xd20e41, 0x145b322, 0x145bbde, 0x145c6dd, 0x146f438, 0x1407a9c, ...
by EnigmaticAussie
Thu Jul 25, 2019 12:23 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
Replies: 18
Views: 6495

Re: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.

I don't mind the hard crash - but I can understand the logic behind not letting it happen.
Especially seeing as essentially it's a mod problem, not a core problem.

I'll have a think about some possible implementations of fixes for this and get back to you.
by EnigmaticAussie
Thu Jul 25, 2019 1:01 am
Forum: Resolved Problems and Bugs
Topic: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
Replies: 18
Views: 6495

Re: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.

But for this case I think I will just prevent having any overlapping connections within one entity as a check in the prototype, which would give a warning into the log if that happens. I assume this means that it won't crash out, but rather just have a Warning ModManager.cpp: ... multiple connectio...
by EnigmaticAussie
Wed Jul 24, 2019 4:26 am
Forum: Duplicates
Topic: FluidSystem.cpp:243: this->blockedConnectionCount == blockedConnectionCounter was not true
Replies: 1
Views: 577

FluidSystem.cpp:243: this->blockedConnectionCount == blockedConnectionCounter was not true

I was troubleshooting a bug report for assembler-pipe-passthrough, and came across another CTD. Original save: https://mega.nz/#!eQcWHaCZ!Q1e3Qmdh4MKNipLceJ2IAmtHHmXovVCVjZJnlE-4xjY I loaded the save with a subset of the mods enabled: Angels Smelting Angels Refining Angels Petro Chem If I keep Picke...
by EnigmaticAussie
Wed Jul 24, 2019 2:32 am
Forum: Ideas and Suggestions
Topic: Verbose feedback when loading a save
Replies: 0
Views: 402

Verbose feedback when loading a save

TL;DR: add an option which displays to the user what the game is actually doing when loading a save. What: When loading a large save, with many mods, and the `on_configuration_changed` event fires - I would like to know that the game is running through migrations and configuration changes - perhaps ...
by EnigmaticAussie
Wed Jul 24, 2019 1:57 am
Forum: Resolved Problems and Bugs
Topic: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
Replies: 18
Views: 6495

Re: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.

sigh

This will be partially my fault.
Assembler-Pipe-Passthrough should be bersion 0.0.6.

Attached is a minimal save, and the correct version of APP.

Load the save without APP, everything is ok.
Enable APP_0.0.6
Load save
CTD.
???
Profit!
by EnigmaticAussie
Tue Jul 23, 2019 11:44 am
Forum: Resolved Problems and Bugs
Topic: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
Replies: 18
Views: 6495

Re: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.

Not quite the crash to desktop that we had before. So there's something else at play. Load the save, you'll see that the assembler on the left makes express belts. Quit. Enable EA-test-mod. Load save, the fluidboxes get extra pipe_connections and the lube pipeline turns into heavy oil. Like I say, i...
by EnigmaticAussie
Tue Jul 23, 2019 11:12 am
Forum: Resolved Problems and Bugs
Topic: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
Replies: 18
Views: 6495

Re: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.

It was on the list before the save crashed and cheeze overwrote it.

But all you should need to do is add it, and load the save.
Make sure you have version 0.0.5.

I'll see if I can put together a quick test mod to replicate the issue without all the bloat.
by EnigmaticAussie
Mon Jul 22, 2019 1:48 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
Replies: 18
Views: 6495

Re: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.

Minimal mods required (I think): Assembler-Pipe-Passthrough_0.0.5 Geothermal PickerPipeTools It will break most things play wise, but should give you a crash out. As far as what to do with it... I guess it shouldn't be possible to have multiple input/output/input-output fluidbox connections, in the ...
by EnigmaticAussie
Sun Jul 21, 2019 8:57 am
Forum: Resolved Problems and Bugs
Topic: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
Replies: 18
Views: 6495

Re: [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.

I have not reduced the set of mods involved, but my prediction is that you need two of them only: Assembler Fluid Passthrough, and Geothermal. I believe the offending machine is actually part of the Space Exploration pack. I am investigating this. I was wrong - you were right. I've added compatibil...
by EnigmaticAussie
Sun Jul 21, 2019 7:48 am
Forum: Resolved Problems and Bugs
Topic: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
Replies: 18
Views: 6495

Re: [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.

slippycheeze wrote: ↑
Sat Jul 20, 2019 7:07 pm
I have not reduced the set of mods involved, but my prediction is that you need two of them only: Assembler Fluid Passthrough, and Geothermal.
I believe the offending machine is actually part of the Space Exploration pack.

I am investigating this.

Go to advanced search