Search found 98 matches

by CmdrKeen
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...
by CmdrKeen
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.
by CmdrKeen
Thu Feb 25, 2016 4:15 am
Forum: Mods
Topic: [Mod 0.13.0+] Compound Splitters 0.2.1
Replies: 16
Views: 16418

Re: [Mod 0.12.24] Compound Splitters

Thanks :mrgreen:
by CmdrKeen
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...
by CmdrKeen
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.
by CmdrKeen
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)
by CmdrKeen
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...
by CmdrKeen
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
antialias.jpg
antialias.jpg (26.67 KiB) Viewed 2655 times
by CmdrKeen
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.
by CmdrKeen
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?
by CmdrKeen
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.
by CmdrKeen
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)...
by CmdrKeen
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...
by CmdrKeen
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...
by CmdrKeen
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.
by CmdrKeen
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)
by CmdrKeen
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....

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