- Screenshot from 2017-06-06 01-35-08.png (2.65 MiB) Viewed 1957 times
Search found 528 matches
- Mon Jun 05, 2017 11:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] blueprint gui not expanding.
- Replies: 2
- Views: 1957
- Mon Jun 05, 2017 10:10 pm
- Forum: Not a bug
- Topic: rocket silo bug?
- Replies: 1
- Views: 744
rocket silo bug?
I placed my rocket module and started building it with the robots.
Then I clicked the silo and saw: I mined the silo and placed it again, which fixed the problem.
edit: Not a bug. I know why.
Then I clicked the silo and saw: I mined the silo and placed it again, which fixed the problem.
edit: Not a bug. I know why.
- Mon Jun 05, 2017 8:48 pm
- Forum: Not a bug
- Topic: filled inventory, low fps
- Replies: 1
- Views: 725
filled inventory, low fps
klonan asked for sample maps where the fps is low so the devs could optimize there code. 1) increase your inventory: player.character.character_inventory_slots_bonus = 10000 2) fill your inventory: player.insert{name="iron-ore", count=40000} 3) deconstruct some trees or something else that...
- Sun Jun 04, 2017 5:38 pm
- Forum: Pending
- Topic: [15.18] Crash after: "disconnect at .../Fluid/FluidBox.cpp:195"
- Replies: 2
- Views: 843
Re: [15.18] Crash after: "disconnect at .../Fluid/FluidBox.cpp:195"
I can't reproduce it myself.Loewchen wrote:Post the save please, describe what you did.
Though dev's might see something in the log
- Sun Jun 04, 2017 12:43 pm
- Forum: Pending
- Topic: [15.18] Crash after: "disconnect at .../Fluid/FluidBox.cpp:195"
- Replies: 2
- Views: 843
[15.18] Crash after: "disconnect at .../Fluid/FluidBox.cpp:195"
game freezes then crashes.
- 2 player online
- deconstructed a part of the map (refineries)
- placed the blueprint again
- freeze
- 2 player online
- deconstructed a part of the map (refineries)
- placed the blueprint again
- freeze
- Sun Jun 04, 2017 9:50 am
- Forum: Won't fix.
- Topic: saveing a game
- Replies: 1
- Views: 849
saveing a game
1) when you have a zipped version and an unzipped version/folder you dont know which is which inside the load gui. eg. /saves/mygame > "mygame" and /saves/mygame.zip > "mygame" my solution: add the .zip extension when both are present. eg. /saves/mygame > "mygame" and /...
- Sat Jun 03, 2017 8:27 pm
- Forum: Not a bug
- Topic: infinite technology research is never researched.
- Replies: 2
- Views: 1377
Re: infinite technology research is never researched.
Rseding91 wrote:That's by design. You need to check "level" for infinite style technologies to see to what level it has been researched.
but level is always 6 even when research is at 2
- Sat Jun 03, 2017 7:10 pm
- Forum: Not a bug
- Topic: infinite technology research is never researched.
- Replies: 2
- Views: 1377
infinite technology research is never researched.
f.technologies["worker-robots-speed-6"].researched stays false even if level is higher than 6. eg. f.technologies["worker-robots-speed-6"].level = 9 f.technologies["worker-robots-speed-6"].researched = false btw: level is 6 even if research is still at "worker-rob...
- Sat Jun 03, 2017 6:52 pm
- Forum: Resolved Problems and Bugs
- Topic: api documentation typo
- Replies: 1
- Views: 840
api documentation typo
http://lua-api.factorio.com/latest/LuaT ... logy.force
force :: LuaForce [Read-only]
The force this technology blongs to.
- Sat Jun 03, 2017 5:58 pm
- Forum: Gameplay Help
- Topic: Blueprint strings...
- Replies: 5
- Views: 5049
Re: Blueprint strings...
I always export my book and save the string in a file. I might place the book in the game section or my section but always from string. I have had to redo too many setups.
- Sat Jun 03, 2017 5:42 pm
- Forum: Not a bug
- Topic: [A 0.15.16] Terrible Multiplayer FPS for no apparent reason?
- Replies: 20
- Views: 6555
Re: [A 0.15.16] Terrible Multiplayer FPS for no apparent reason?
If you'd like we can limit the map sizes and restrict the number of entities you can place I was thinking more like that compress plates mod I think you can imagine that this exact problem would reoccur even with compressing of items, There is no perfect solution, But we are optimizing and refining...
- Sat Jun 03, 2017 1:18 pm
- Forum: Mods
- Topic: [SAVEFILEMOD 0.16.51+] SL-extended (autodownload/serverside)
- Replies: 50
- Views: 25288
Re: [SAVEFILEMOD 0.15] SL-extended (autodownload/serverside)
- 20170603
* Auto capitalize renamed entities. (the first letter of each word)
* Station Scheduler tries to guess the station type('Unloading', 'Loading')
added some pictures in the 2nd post.
moved changelog to the 3th post.
* Auto capitalize renamed entities. (the first letter of each word)
* Station Scheduler tries to guess the station type('Unloading', 'Loading')
added some pictures in the 2nd post.
moved changelog to the 3th post.
- Sat Jun 03, 2017 12:33 pm
- Forum: Not a bug
- Topic: guiElement drop-down not updating selected_index
- Replies: 3
- Views: 1201
Re: guiElement drop-down not updating selected_index
Figured it out.
works:
works
doesn't work
works:
Code: Select all
global["dropdown"].selected_index = index
Code: Select all
local temp = global["dropdown"]
temp.selected_index = index
Code: Select all
local temp = global["dropdown"].selected_index
temp = index
- Sat Jun 03, 2017 7:45 am
- Forum: Not a bug
- Topic: guiElement drop-down not updating selected_index
- Replies: 3
- Views: 1201
guiElement drop-down not updating selected_index
eg.
The value is changed but the gui is not updated with the new content.
Code: Select all
dropDown.selected_index = 2
- Fri Jun 02, 2017 11:05 pm
- Forum: Mods
- Topic: [SAVEFILEMOD 0.16.51+] SL-extended (autodownload/serverside)
- Replies: 50
- Views: 25288
Re: [SAVEFILEMOD 0.15] SL-extended (autodownload/serverside)
- 20170602
* huge gui change/improvement
* add /slay <player> - slay a player. (admin only)
* add /zoom [1,100]
* removed zoom in / out buttons from gui (see new command)
* removed trash button
* armor changes
* huge gui change/improvement
* add /slay <player> - slay a player. (admin only)
* add /zoom [1,100]
* removed zoom in / out buttons from gui (see new command)
* removed trash button
* armor changes
- Fri Jun 02, 2017 9:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] multiplayer game hosting not remember name over sessions.
- Replies: 1
- Views: 4366
[Twinsen] multiplayer game hosting not remember name over sessions.
description is remembered but not the name (=title) in hosting a multiplayer game using factorio steam version (Not headless)
- Fri Jun 02, 2017 7:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Wrong documentation: radiobutton not radio-button
- Replies: 1
- Views: 831
[Rseding91] Wrong documentation: radiobutton not radio-button
http://lua-api.factorio.com/latest/LuaGuiElement.html
mentions both radiobutton and radio-button.
mentions both radiobutton and radio-button.
- Fri Jun 02, 2017 6:49 pm
- Forum: News
- Topic: Friday Facts #193 - Party planning & plans
- Replies: 32
- Views: 19602
- Fri Jun 02, 2017 11:31 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.15.18] game crashes when loading a sprite-button
- Replies: 6
- Views: 3152
Re: [0.15.18] [kovarex] game crashes when loading a sprite-button
So If I understand it correct, the error is, that the headless server doesn't close when it encounters an error, but just continue being in a failed state. I'm fixing it for 0.15.19 I'm just running the server in my steam factorio version while playing it. when relaunching the edited save game it c...
- Fri Jun 02, 2017 9:59 am
- Forum: Not a bug
- Topic: on_player_selected_area not called w deconstruction planner
- Replies: 3
- Views: 1090
Re: on_player_selected_area not called w deconstruction planner
I know a deconstruction planner is not a selection tool (type).
I don't care if it's that type.
I would just like it to trigger the event
I don't care if it's that type.
I would just like it to trigger the event