I had several levels of artillery range queued up, and deleted them to advance the Construction Drones research (from Klonan's mod) to the front of the list
Edit: It appears just removing the first level in general triggers the crash.
Search found 300 matches
- Mon Mar 04, 2019 7:09 am
- Forum: Duplicates
- Topic: [0.17.4] Crash after removing first item in research queue
- Replies: 1
- Views: 457
- Thu Feb 28, 2019 9:58 pm
- Forum: Modding interface requests
- Topic: TrainScheduleRecord support for unnamed (position/rail target) temporaries
- Replies: 1
- Views: 1100
TrainScheduleRecord support for unnamed (position/rail target) temporaries
Currently, the position/rail-target temporaries are returned by API calls as a station with no name, but the actual target isn't present. There also appears to be no way to create these entries.
- Fri Jun 01, 2018 3:44 pm
- Forum: Questions, reviews and ratings
- Topic: Is there any Blueprint String to Lua converter?
- Replies: 8
- Views: 3460
Re: Is there any Blueprint String to Lua converter?
Or you could just build_blueprint{} and then revive() each of the returned entities... The problem with that (as i just discussed something similar in another thread) is that there is as far as i know no easy way to get a handle of all the ghosts you just created. So depending on how you try to app...
- Fri Jun 01, 2018 5:16 am
- Forum: Questions, reviews and ratings
- Topic: Is there any Blueprint String to Lua converter?
- Replies: 8
- Views: 3460
Re: Is there any Blueprint String to Lua converter?
Or you could just build_blueprint{} and then revive() each of the returned entities...
- Thu Apr 05, 2018 9:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.36] Crash changing map_gen_settings in on_chunk_genera
- Replies: 1
- Views: 920
[0.16.36] Crash changing map_gen_settings in on_chunk_genera
With the following event handler in a scenario, or entered in game on the command line: script.on_event(defines.events.on_chunk_generated, function(event) local surface = event.surface if surface.name == "nauvis" then local mgs = surface.map_gen_settings mgs.seed = mgs.seed+1 surface.map_g...
- Thu Dec 14, 2017 6:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.2] Blueprinted arithmetic combinators lose constant after migrating from 0.15
- Replies: 1
- Views: 697
[Rseding91] [16.2] Blueprinted arithmetic combinators lose constant after migrating from 0.15
When blueprinting arithmetic combinators from 0.15 to 0.16, the constant value for teh second argument is lost. Notably, I was testing with this print, which is a cyclical compass selector: 0eNrFWduOmzAQ/Rc/VmSFzTWo7VP/oqoQIc7GKjcZs2q04t9rw25CIAYbWPKSxAnMMMdzzhzIOzgkFS4oyRgI3gGJ86wEwe93UJLXLErEd+xSY...
- Wed Dec 13, 2017 5:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.0] Lamps report incorrect energy values in lua interface and sidebar
- Replies: 4
- Views: 1785
[kovarex] [0.16.0] Lamps report incorrect energy values in lua interface and sidebar
As discussed on discord - lamps report incorrect energy values (always 0) in the GUI sidebar and LuaEntity.energy in 0.16.0
- Sun Oct 29, 2017 4:43 pm
- Forum: Technical Help
- Topic: Firewall settings for multiplayer dedicated server [public]
- Replies: 11
- Views: 6987
Re: Firewall settings for multiplayer dedicated server [public]
I'm 99% sure the issue with the original configuration was that the second server had a different external port than internal on his firewall box, but that the firewall was not adjusting the source ports on the outbound packets attempting to identify the server (to pingpong1/2), thus leading it to c...
- Tue Oct 10, 2017 5:35 pm
- Forum: Implemented mod requests
- Topic: add new info.json dependency type: incompatible
- Replies: 5
- Views: 2460
Re: add new info.json dependency type: incompatible
As a slightly evil hack, you can make an optional dependency on a version *FAR* in the future (like 99.99.99 or so), and your mod will be disabled if the other is present.
- Tue Jul 25, 2017 2:42 pm
- Forum: Pending
- Topic: [posila][for 0.16][0.15.30] Constructions bots hang after deconstructing ports
- Replies: 4
- Views: 1691
Re: [posila][for 0.16][0.15.30] Constructions bots hang after deconstructing ports
Ah, it hadn't occurred to me that they might have joined the smaller network! I'll avoid it for now by keeping extra ports in between so they won't disconnect.
I'll see if I can repro the mismarked chests more reliably, I had only seen it in a few of my tests of this to begin with...
I'll see if I can repro the mismarked chests more reliably, I had only seen it in a few of my tests of this to begin with...
- Tue Jul 25, 2017 1:05 pm
- Forum: Pending
- Topic: [posila][for 0.16][0.15.30] Constructions bots hang after deconstructing ports
- Replies: 4
- Views: 1691
Re: [posila][0.15.30] Constructions bots hang after deconstructing ports
I tried to reproduce it, but when I turn "Single/First Advance" pressbutton on, light starts flashing but other than that nothing happens. What do I need to do to make it work? Err, sorry, I guess I take pushbutton operation too much for granted - it sounds like you turned it on like you ...
- Fri Jul 21, 2017 2:56 pm
- Forum: Ideas and Suggestions
- Topic: add a random / unique number combinator
- Replies: 26
- Views: 8348
Re: add a random / unique number combinator
https://mods.factorio.com/mods/coltonj96/UsefulCombinators has a random combinator. Cause that is really simple to mod but I don't see very much use in it I see that as implemented. Random is not unique, but n=n+1 is. https://mods.factorio.com/mods/darkfrei/UniqueSignal Location is also unique, unl...
- Fri Jul 21, 2017 12:04 am
- Forum: Pending
- Topic: [posila][for 0.16][0.15.30] Constructions bots hang after deconstructing ports
- Replies: 4
- Views: 1691
[posila][for 0.16][0.15.30] Constructions bots hang after deconstructing ports
When re-testing my automated moving wall, I found that many bots end up "hung", and chests incorrectly marked as not-in-coverage after it removes all the old roboports. Attached savefile and mods to recreate, by pressing the button indicated by "Single/First Advance" https://i.im...
- Tue Jul 18, 2017 2:39 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 42565
Re: [MOD 0.14.2] Electric vehicles
Yesrobertpaulson wrote:Running exoskeletons in vehicles bugs you less than close to perfect energy recovery?justarandomgeek wrote:pair of electric locos with 4x exos each..... the regenerative braking module seems a bit too OP to me - it seems to be near perfect power recovery, which is totally unrealistic!
- Mon Jul 10, 2017 1:45 pm
- Forum: Mods
- Topic: [MOD 0.15] Almost Wireless Circuits
- Replies: 14
- Views: 5725
Re: [MOD 0.15] Almost Wireless Circuits
Most of my wiring mess happens with the Medium Electric Pole laying and having to get rid of all the copper wires to make them circuit only. Have you thought about adding this mod's capabilities to the "Medium Electric Pole"? Regards, ~B FWIW, cleaning up copper mess on medium poles was m...
- Wed Jul 05, 2017 2:02 pm
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 63667
Re: [0.15] Mod setting/config interface - give your input
Doesn't anyone read the docs?
Factorio sorts mods first by dependencies then by natural sort order accounting for case (https://en.wikipedia.org/wiki/Natural_sort_order).
- Wed Jul 05, 2017 2:42 am
- Forum: Implemented mod requests
- Topic: Simple property requests (something that exists but has no way to read/write it)
- Replies: 139
- Views: 44112
Re: Simple property requests (something that exists but has no way to read/write it)
I'd like to be able to read mod info (which loaded mods modified/created the thing) from prototypes, like shows in the infoboxes when selecting items/signals. Specifically I'd like it on LuaVirtualSignalPrototype, LuaFluidPrototype and LuaItemPrototype, but it seems worth having on all the prototype...
- Mon Jul 03, 2017 6:24 pm
- Forum: Won't implement
- Topic: Register to handle strings with given version character
- Replies: 3
- Views: 1218
Re: Register to handle strings with given version character
Thinking about how this might work, I think the simplest way may be to define a prototype similar to the custom-input one which specifies the char/string prefix to use, and an event name to fire when one is imported. Ideally, we'd get an event-data object that is the decoded data, but the string it...
- Mon Jul 03, 2017 1:44 pm
- Forum: Won't implement
- Topic: Register to handle strings with given version character
- Replies: 3
- Views: 1218
Re: Register to handle strings with given version character
Thinking about how this might work, I think the simplest way may be to define a prototype similar to the custom-input one which specifies the char/string prefix to use, and an event name to fire when one is imported. Ideally, we'd get an event-data object that is the decoded data, but the string its...
- Wed Jun 28, 2017 3:05 pm
- Forum: Ideas and Suggestions
- Topic: Allow hexadecimal entry for constant values in combinators
- Replies: 2
- Views: 1263
Allow hexadecimal entry for constant values in combinators
Given that Combinators now support many bitwise operations, it would be very useful to be able to enter, "0xff" or "0xff00" or "0xFE800000" or such as the constant second-argument of an arithmetic or decider combinator, or as the values on a constant combinator. Current...