Search found 9 matches

by barkface
Tue Feb 10, 2015 9:22 pm
Forum: General discussion
Topic: level.dat format
Replies: 8
Views: 9448

Re: level.dat format

Squeee, Kovarex-senpai noticed me~ Thanks a bunch, with some more pointers from Rseding, I made it up to and including allowedCommands. I'm pretty sure I have those values right, and my offset is correct after I've read those (at least the version number always comes out matching the one at the very...
by barkface
Mon Feb 09, 2015 4:50 pm
Forum: General discussion
Topic: level.dat format
Replies: 8
Views: 9448

Re: level.dat format

The game version could actually be the very first thing. Assuming uint16, the first 12 bytes spell out 0 11 15 for my recent saves, and 0 11 10 for an old one I had lying around (could easily have been 0.11.10).
by barkface
Mon Feb 09, 2015 4:41 pm
Forum: General discussion
Topic: level.dat format
Replies: 8
Views: 9448

level.dat format

Hello! In my quest to create a mod-managing utility, I'm trying to read information about the mods used from a savegame. Looking at level.dat, the header seems to have what I want. I can see the mod names stored in a single-width character set (One of the forms of ISO-8859-1?). Thanks to Rseding, I ...
by barkface
Mon Feb 09, 2015 1:39 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.15] "Unexpected error occured" on exit
Replies: 3
Views: 1799

Re: [0.11.15] "Unexpected error occured" on exit

Yeah, the file is opened for write access in another process, which is why Factorio can't open it for writing. If I close the file or terminate the other process, everything works fine. This is probably user error, but I'd expect graceful recovery (as in, tell me that I'm an idiot and shouldn't hold...
by barkface
Sun Feb 08, 2015 1:24 am
Forum: Resolved Problems and Bugs
Topic: [0.11.15] "Unexpected error occured" on exit
Replies: 3
Views: 1799

[0.11.15] "Unexpected error occured" on exit

This happens when choosing "exit" on the main menu while write access to mod-list.json is denied. This happens when I choose "exit" on the main menu after starting Factorio.exe via Process.Start() from .NET. I first thought it was a malformed mod-list.json, but looking at the log...
by barkface
Sun Jan 18, 2015 11:52 am
Forum: Ideas and Requests For Mods
Topic: [Request][Fulfilled] Reset default logistics request amount
Replies: 6
Views: 3625

[Request][Fulfilled] Reset default logistics request amount

I'm not sure if this is possible, but I'd really like the default request amount to be 1 again. With the 0.11.10 change in delivery strategy and the 0.11.11 change to one stack for the default amount, often you get one stack and a few, which is really annoying. Not to mention having to change it to ...
by barkface
Sat Jan 17, 2015 12:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.12] Instant train deceleration causes damage
Replies: 3
Views: 3832

[0.11.12] Instant train deceleration causes damage

Summary: Changing destination on a train in automatic mode causes an instant stop. When you do this in transit during high speeds, attached wagons will crash into the engine, causing damage to the cargo wagon. This only happens with modded high-speed trains, base ones are not fast enough. What I'm ...
by barkface
Sun Jan 04, 2015 3:09 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 271463

Re: [MOD 0.11.x] The Fat Controller. Remote train management

In 0.11.8, Factorio seems to crash every time I try and remote-control a train while hand-crafting something. No error message, just a hard ctd. I assume it's not your fault since it's a hard crash. The work-around is obvious: Don't remote-control while hand-crafting is in progress. :) Edit: Also in...

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