[0.17.2] Scenario script can trigger save while in replay

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boskid
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[0.17.2] Scenario script can trigger save while in replay

Post by boskid »

What i did:
1/ Play introduction mission to win screen
2/ Save replay
3/ open replay and run it till end (i am using 64x speed)
3.5/ (how i found this: Since i unpacked one of autosaves to directory, factorio while in replay was trying to autosave but there was notice i was not expecting "cannot save map: there are multiple packages for package _autosave-survive in directory....")
4/ all autosaves: "_autosave-fortify", "..-leave" , "..-prepare-evacuation", "..-rebuild", "..-repair-assembler" and "..-scan-wreck" are overwritten by replay.

What i expected:
- while in replay, factorio should quietly discard save requests from scenario script (for me, replay is "read operation" and should not modify anything)
Rseding91
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Re: [0.17.2] Scenario script can trigger save while in replay

Post by Rseding91 »

Thanks for the report. It's now fixed for the next version of 0.17.
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murgo
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Re: [0.17.2] Scenario script can trigger save while in replay

Post by murgo »

Damn it boskid, because of this bug we lost the ability to make timelapses of replays since take_screenshot no longer writes files in replays. Too bad, was looking forward to it.
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boskid
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Re: [0.17.2] Scenario script can trigger save while in replay

Post by boskid »

murgo wrote: Wed Sep 04, 2019 2:59 am Damn it boskid, because of this bug we lost the ability to make timelapses of replays since take_screenshot no longer writes files in replays. Too bad, was looking forward to it.
My report did not mention screenshots, only save files - however it was fixed that way as extension of general rule of "read operation"

Your use case if valid, most likely qualifies for "ideas and suggestions". I guess it could be implemented by adding checkbox "allow screenshot during replay" into settings (even hidden, ctrl+shift settings) or as write-only lua property that could be set by changed control.lua. Changing control.lua of replay file is most likely error-prone as any change in game state would cause desync. I guess because of this, timelapse is quite fragile.

-- edit:
I have created topic in "ideas and suggestions": 75272
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