Search found 50 matches
- Thu Mar 28, 2024 7:16 pm
- Forum: Minor issues
- Topic: [1.1.104] LuaGameScript::is_multiplayer() is false on_init
- Replies: 1
- Views: 323
[1.1.104] LuaGameScript::is_multiplayer() is false on_init
Hello, When starting a new multiplayer save and having the following code below: script.on_init( function() log(game.is_multiplayer()) end ) It seems that game.is_multiplayer() when run is always false on event on_init. I expect for it to return true if the game is multiplayer. Is this correct? Kind...
- Sun Dec 10, 2023 8:05 pm
- Forum: Modding interface requests
- Topic: Allow modders to read how many quickbars and shortcut bars a player has
- Replies: 0
- Views: 355
Allow modders to read how many quickbars and shortcut bars a player has
Greetings, As per the title, currently there is no way to read how many rows of "quickbars" or "shortcut bar rows" a player has. The same thing goes for the option "Tool window next to quickbar" - there is no way of knowing where the frame is located. I currently create...
- Thu Oct 12, 2023 5:24 pm
- Forum: Modding interface requests
- Topic: Add API hook for changing spawner result units
- Replies: 1
- Views: 483
Re: Add API hook for changing spawner result units
+1
For someone who does softmodded scenarios, this would indeed be nifty to have.
For someone who does softmodded scenarios, this would indeed be nifty to have.
- Thu Oct 12, 2023 5:22 pm
- Forum: Modding interface requests
- Topic: Change player.character_loot_pickup_distance_bonus from uint to double
- Replies: 1
- Views: 431
Re: Change player.character_loot_pickup_distance_bonus from uint to double
+1
If this gets changed, I'm voting for character_reach_distance_bonus to become of type double also!
If this gets changed, I'm voting for character_reach_distance_bonus to become of type double also!
- Tue Oct 10, 2023 11:52 am
- Forum: Modding interface requests
- Topic: Extend lua print()
- Replies: 5
- Views: 935
Re: extend LuaGameScript::print()
To fill in on this, apparently I've totally looked up the wrong print function. I apologize for the misleading information. I've previously mentioned that I would like for the LuaGameScript::print to be extended. But it's not correct one that I initially thought about. This is the print function tha...
- Tue Oct 10, 2023 11:45 am
- Forum: Modding interface requests
- Topic: Extend lua print()
- Replies: 5
- Views: 935
Re: extend LuaGameScript::print()
What's the reason why you don't use write_file? The reason is simple, the requests are so fast-paced and are often many request and that would "wear/tear?" the disk, so I thought instead of doing that I could do it via print since print does not save to disk. You could try using a named p...
- Fri Oct 06, 2023 2:41 pm
- Forum: Modding interface requests
- Topic: Extend lua print()
- Replies: 5
- Views: 935
- Fri Oct 06, 2023 2:34 pm
- Forum: Modding interface requests
- Topic: Extend lua print()
- Replies: 5
- Views: 935
Extend lua print()
Hello, I currently have the following setup: A Factorio server that prints out to stdout via lua print and a backend server that reads the stdout, processes it and delivers the result back to the server either via a silent-command or rcon . But to spare all the connected players and the unneccessary...
- Sat Apr 22, 2023 8:25 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.80] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."
- Replies: 2
- Views: 1558
Re: [1.1.80] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."
It seems that copying and pasting the blueprint does not replicate this issue.
Could it be that the player has had this blueprint before the fix was applied?
Attached the blueprint-storage.dat as zip
/Gerkiz
Could it be that the player has had this blueprint before the fix was applied?
Attached the blueprint-storage.dat as zip
/Gerkiz
- Sat Apr 22, 2023 8:22 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.80] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."
- Replies: 2
- Views: 1558
[Genhis] [1.1.80] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."
Hello, It seems that this bug has been resurrected from the dead, players are still able to request two entries of the same item in a buffer-chest: factorio_2023_04_22_10_10_27.png The blueprint string: 0eNrdXW1y4zhzvov/xnpDfJNbqVwkteWiJdpmRhL1UtLMzrs1B8gtcracJKBkWxCFJrobGsszf3bXWuJhE+huNPoLf989LvfN...
- Sat Dec 31, 2022 4:34 pm
- Forum: Technical Help
- Topic: [1.1.74] UDPSocket.cpp:378: Sendto failed: Invalid argument
- Replies: 5
- Views: 1217
Re: [1.1.74] UDPSocket.cpp:378: Sendto failed: Invalid argument
Something I noticed was - in .72 log file I did not make the server public. As soon as I did that - the bad udp checksums occurred again.
This feels like local. I'll try to figure out why it happens.
Thank you and sorry for wasting your time!
Best regards
Gerkiz
This feels like local. I'll try to figure out why it happens.
Thank you and sorry for wasting your time!
Best regards
Gerkiz
- Sat Dec 31, 2022 1:30 pm
- Forum: Technical Help
- Topic: [1.1.74] UDPSocket.cpp:378: Sendto failed: Invalid argument
- Replies: 5
- Views: 1217
Re: [1.1.74] UDPSocket.cpp:378: Sendto failed: Invalid argument
Hi!
In version .72 they do not appear. But in .74 they do.
Attached the logs :}
/Gerkiz
In version .72 they do not appear. But in .74 they do.
Attached the logs :}
/Gerkiz
- Fri Dec 30, 2022 8:23 pm
- Forum: Technical Help
- Topic: [1.1.74] UDPSocket.cpp:378: Sendto failed: Invalid argument
- Replies: 5
- Views: 1217
[1.1.74] UDPSocket.cpp:378: Sendto failed: Invalid argument
Hello. When hosting a public server in version .74 we've been seeing these messages that weren't in prior versions. Nothing has really changed regarding hardware. Is there something that I can do? Disable them if they are just "noise" without action needed? https://media.discordapp.net/att...
- Mon Oct 31, 2022 10:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.70] Crash when after mining other-force entity and then deleting other force
- Replies: 6
- Views: 2593
[1.1.70] Crash when after mining other-force entity and then deleting other force
Hello, We hosted our scenario Towny. Everything was all good and dandy - some players were playing and all of a sudden new players tried to join but couldn't. Their client crashed to desktop. I tried myself to join the server, but received the same error along with crash to desktop. Attached is save...
- Sat Jul 16, 2022 6:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.61] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."
- Replies: 4
- Views: 3153
Re: [1.1.61] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."
Funnily enough I browsed the net for "factorio bp creator online" and found this:
https://teoxoy.github.io/factorio-blueprint-editor/
CTRL + C and CTRL + V in game and voilá. You got yourself an impossible request.
/Gerkiz
https://teoxoy.github.io/factorio-blueprint-editor/
CTRL + C and CTRL + V in game and voilá. You got yourself an impossible request.
/Gerkiz
- Sat Jul 16, 2022 1:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.61] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."
- Replies: 4
- Views: 3153
Re: [1.1.61] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."
Hello, This is most likely the cause for the crash: unknown.png When doing this manually - adding for example the prod-module-2 twice in the request-window without any BPs, you get the correct error message: https://forums.factorio.com/download/file.php?mode=view&id=74606 The BP: 0eNqdld1uozAQhd...
- Wed Jul 13, 2022 11:56 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.61] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."
- Replies: 4
- Views: 3153
[Genhis] [1.1.61] Crash when deconstructing: "Error FlatMap.hpp:69: Key not present."
Hello, As topic states, the instance crashes with the following error: FlatMap.hpp:69: Key not present. The player that caused this crash was "inside" his tank when this happened. Steps: Change your username to: "archmohamed" Take your "tank" from the inventory Place it...
- Wed Jul 06, 2022 6:12 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 346860
Re: [MOD 0.13.17+] Rampant
Attached is an mp4 video of demo when using Rampant.
It stutters hard.
It stutters hard.
- Tue Nov 16, 2021 10:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.35] Desync on Modded Scenario
- Replies: 2
- Views: 1768
- Tue Nov 16, 2021 10:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.35] Desync on Modded Scenario
- Replies: 2
- Views: 1768
Re: [1.1.35] Desync on Modded Scenario
Hello, The author of this scenario has coded it a bit wrongly. The author is storing LuaPlayer as a key inside a global table... key = { ["{LuaPlayer, name = 'Gerkiz', index = 1}"] = true, [{ magic = "802384732948701238470123", playertarget = 2, type = 21 }] = true } I'll push a ...