Search found 98 matches
- Mon Mar 07, 2016 5:42 am
- Forum: Not a bug
- Topic: [12.24]Smoke rendering but invisible
- Replies: 6
- Views: 2509
[12.24]Smoke rendering but invisible
I was testing some things out in the debug menu and found this interesting tidbit when I turned on the active state: smoke-active-state.jpg I have smoke turned off, but these red dot's appear to show the center of the smoke particles. they move around like you would expect the smoke to. setting 'smo...
- Mon Mar 07, 2016 5:30 am
- Forum: Not a bug
- Topic: [0.12.26] Furnaces/Inserters Stuck Again
- Replies: 2
- Views: 1439
Re: [0.12.26] Furnaces/Inserters Stuck Again
it takes 2 stone to make stone bricks.
- Thu Feb 25, 2016 4:15 am
- Forum: Mods
- Topic: [Mod 0.13.0+] Compound Splitters 0.2.1
- Replies: 16
- Views: 16418
- Thu Feb 25, 2016 3:46 am
- Forum: Mods
- Topic: [Mod 0.13.0+] Compound Splitters 0.2.1
- Replies: 16
- Views: 16418
[Mod 0.13.0+] Compound Splitters 0.2.1
* Note: New versions are being posted through the mod portal here: Link Current Version as of this notice is 2.9 (for 14) Type: Mod Name: Compound Splitters Description: n-width splitters for larger bases. output and inputs configurable to 'round-robin' and 'priority' mode. Priority mode is intende...
- Thu Feb 25, 2016 1:20 am
- Forum: Won't fix.
- Topic: [12.20] Crash on blueprint creation
- Replies: 7
- Views: 16312
Re: [12.20] Crash on blueprint creation
yea- figured it'd stay in the won't fix category. It might be worth it to have a limit to the value that can be put there- like the AI search radius limit of 100 units.
- Thu Feb 18, 2016 9:22 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 274898
Re: [MOD 0.12.x] The Fat Controller. Remote train management
tried it with just this mod active (3.18)
same result- left as the god controller, no kill recorded. also- I forgot to mention the error I got (attached below)
same result- left as the god controller, no kill recorded. also- I forgot to mention the error I got (attached below)
- Wed Feb 17, 2016 10:23 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 274898
Re: [MOD 0.12.x] The Fat Controller. Remote train management
bug report - dying while remote controlling the fat controller causes a game breaking bug where you're stuck as the god controller. edit: found a temporary fix to this: /c game.local_player.set_controller({type=defines.controllers.character, character = game.get_surface(1).create_entity({name = &quo...
- Wed Feb 17, 2016 8:10 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.22][Modded] [kovarex] Hard Crash with no Log Entry on Hover
- Replies: 10
- Views: 12191
Re: [0.12.22][Modded] [kovarex] Hard Crash with no Log Entry on Hover
ignoring the mouse-over issue, distractor ammo works correctly:
https://gfycat.com/UnevenRealisticAfricanpiedkingfisher
https://gfycat.com/UnevenRealisticAfricanpiedkingfisher
- Sat Jan 23, 2016 2:14 am
- Forum: 1 / 0 magic
- Topic: [0.12.10+] entities flicker when I start to walk at night
- Replies: 24
- Views: 21497
Re: [0.12.10+] entities flicker when I start to walk at night
the bug is from multisampling being turned off:
tracks are spaced 6 blocks apart, zoom is .2
tracks are spaced 6 blocks apart, zoom is .2
- Fri Jan 22, 2016 11:36 pm
- Forum: Technical Help
- Topic: Level.dat currupted?
- Replies: 9
- Views: 24635
Re: Level.dat currupted?
about half of level.dat is missing from the save file. it's gone.
- Fri Jan 22, 2016 10:33 pm
- Forum: 1 / 0 magic
- Topic: [0.12.10+] entities flicker when I start to walk at night
- Replies: 24
- Views: 21497
Re: [0.12.10+] entities flicker when I start to walk at night
does this issue show up on the solar panels?
- Fri Jan 22, 2016 10:13 pm
- Forum: Won't fix.
- Topic: [12.20] Crash on blueprint creation
- Replies: 7
- Views: 16312
Re: [12.20] Crash on blueprint creation
Here's the save and the mods used. since data/base was edited for this base, the edited files are in another zip.
the save point is below the structure that I tried to copy and caused the crash.
the data/base overwrites should be all you need to create this crash.
the save point is below the structure that I tried to copy and caused the crash.
the data/base overwrites should be all you need to create this crash.
- Fri Jan 22, 2016 5:19 am
- Forum: Gameplay Help
- Topic: Splitter not working properly
- Replies: 89
- Views: 125926
Re: Splitter not working properly
I originally found little use in sorting this way, but the design allows for more than sorting: Overflow Shunt.gif I'll be able to write about it more later, but for now; enjoy the picture. edit: setup: the spinning items in the small loops must be fully compressed (1 short of stopping, or 20 items)...
- Fri Jan 15, 2016 1:23 am
- Forum: Won't fix.
- Topic: [12.20] Crash on blueprint creation
- Replies: 7
- Views: 16312
Re: [12.20] Crash on blueprint creation
repeated the crash on create blueprint with 12.21: high memory crash-12-21.jpg the offending lua script piece appears to be a custom roboport I made for personal use with a large logistics_radius: -- per one charge slot charging_energy = "200kW", logistics_radius = 4000,--The offending cod...
- Sat Jan 09, 2016 6:52 am
- Forum: Won't fix.
- Topic: [12.20] Crash on blueprint creation
- Replies: 7
- Views: 16312
[12.20] Crash on blueprint creation
I Had roboport's set to a large construction/logistic area (4000 each) via a base edit to lay down a large blueprint (~400k entitites). laying the existing blueprint worked fine (if slow), but trying to create a new blueprint of ~8000 entities crashed the game, as shown below in a screenshot. removi...
- Sat Jan 09, 2016 12:57 am
- Forum: Duplicates
- Topic: UAC prompt generated during loading phase causes crashes
- Replies: 2
- Views: 9131
Re: UAC prompt generated during loading phase causes crashes
Man- didn't see that one.
Duplicate.
Duplicate.
- Fri Jan 08, 2016 12:30 am
- Forum: Duplicates
- Topic: UAC prompt generated during loading phase causes crashes
- Replies: 2
- Views: 9131
UAC prompt generated during loading phase causes crashes
I ran factorio and a program that generates a UAC prompt (something to check VRAM usage) at the same time and found the UAC prompt will crash factorio with various messages.
This works with apparently any UAC prompt (even a simple program like notepad)
This works with apparently any UAC prompt (even a simple program like notepad)
- Fri Jan 08, 2016 12:13 am
- Forum: Won't fix.
- Topic: Big area explored bug
- Replies: 3
- Views: 13228
Re: Big area explored bug
Immediate Workaround: remove Misanthrope_0.0.5.zip from the mod's folder and it should fix your issue. the Misanthrope mod is adding too much stuff to script.dat to load. I'd also remove YARM from the mod folder because it has the same behavior. I was able to find your mods (https://forums.factorio....