Search found 16 matches
- Tue Nov 26, 2024 6:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [2.0.14] Smart Belt adds underground when dragging backwards over existing belt (MR)
- Replies: 7
- Views: 1558
- Tue Sep 12, 2023 1:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.90] --dump-data command line parameter - Permission denied
- Replies: 1
- Views: 1194
[1.1.90] --dump-data command line parameter - Permission denied
I ran .\factorio.exe --dump-data in an elevated powershell and it produced following error:
Error when opening C:\temp\Factorio\script-output\mod-settings-dump.json for writing: Permission denied
What happened was it tried to create folders instead of files in script-output:
https://cdn ...
Error when opening C:\temp\Factorio\script-output\mod-settings-dump.json for writing: Permission denied
What happened was it tried to create folders instead of files in script-output:
https://cdn ...
- Thu Aug 24, 2023 1:01 pm
- Forum: Minor issues
- Topic: [1.1.89] Handcrafting some recipes takes 1 additional tick
- Replies: 3
- Views: 1260
Re: [1.1.89] Handcrafting most recipes cost 1 additional tick
This is probably related to floating point arithmetics:
![Image](https://forums.factorio.com/images/ext/d8e6fac3902c233a6eefd773362eb45f.png)
![Image](https://forums.factorio.com/images/ext/45864abc136d39ad3a9db88685d64e17.png)
![Image](https://forums.factorio.com/images/ext/d8e6fac3902c233a6eefd773362eb45f.png)
![Image](https://forums.factorio.com/images/ext/45864abc136d39ad3a9db88685d64e17.png)
- Thu May 19, 2022 7:25 pm
- Forum: Not a bug
- Topic: [1.1.59] Missing sprite specification - render preparation too high
- Replies: 2
- Views: 1571
Re: [1.1.59] Missing sprite specification - render preparation too high
Oh, my bad! Thanks for the fast response ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Thu May 19, 2022 7:13 pm
- Forum: Not a bug
- Topic: [1.1.59] Missing sprite specification - render preparation too high
- Replies: 2
- Views: 1571
[1.1.59] Missing sprite specification - render preparation too high
What did you do? - Hover cursor over miner
What happened? - Game freezes, FPS/UPS slowly drop nearly to zero, render preparation rises to hundreds
What did you expect to happen instead? - Game continues to run with 60 FPS/UPS as normal
Steps to reproduce:
load the save
hover cursor over one ...
What happened? - Game freezes, FPS/UPS slowly drop nearly to zero, render preparation rises to hundreds
What did you expect to happen instead? - Game continues to run with 60 FPS/UPS as normal
Steps to reproduce:
load the save
hover cursor over one ...
- Wed Jan 26, 2022 10:11 pm
- Forum: Not a bug
- Topic: [kovarex] [1.1.42] Smart rotations facing the wrong way
- Replies: 10
- Views: 5018
Re: [kovarex] [1.1.42] Smart rotations facing the wrong way
Just saw the bug on stream, adding as video showing cursor might be helpful https://clips.twitch.tv/FunnyFancyFungu ... eWlKLtmxRa
- Mon Mar 22, 2021 8:41 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.27] Drag placing belt produces unnecessary underground belt
- Replies: 5
- Views: 3389
- Mon Mar 22, 2021 8:41 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.27] smart belt wrong underground
- Replies: 2
- Views: 5644
- Thu Dec 03, 2020 10:52 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.1] Power Poles will connect to ghost poles while dragging and interrupt power
- Replies: 5
- Views: 4227
Re: [kovarex] [1.1.1] Power Poles will connect to ghost poles while dragging and interrupt power
Just to confirm my speculation, if someone drags in straight line around the turrets in the setup above, will the blueprint get connected or not?
- Sun Nov 29, 2020 2:27 pm
- Forum: Not a bug
- Topic: [1.1.2] Map exchange string produces random seed
- Replies: 2
- Views: 1696
[1.1.2] Map exchange string produces random seed
I'm trying to load this map exchange string
>>>eNpjZEAAewaGBgcOluT8xJzVq1bZMTA4OABF7LmS8wsKUot084tS
kYU5k4tKU1J18zNRFafmpeZW6iYlFqeCuDDMkVmUn4duAmtxSX4eqkh
JUWpqMbJG7tKixLzM0lx0vQyMjEAXN7TIgfH/egaF//9BGMh6AJQAYQ
bGBohKoBgUMGsk5+eVFOXn6BanlpRk5qVbJZZWWKUVpRaWpuYlV1rll ...
>>>eNpjZEAAewaGBgcOluT8xJzVq1bZMTA4OABF7LmS8wsKUot084tS
kYU5k4tKU1J18zNRFafmpeZW6iYlFqeCuDDMkVmUn4duAmtxSX4eqkh
JUWpqMbJG7tKixLzM0lx0vQyMjEAXN7TIgfH/egaF//9BGMh6AJQAYQ
bGBohKoBgUMGsk5+eVFOXn6BanlpRk5qVbJZZWWKUVpRaWpuYlV1rll ...
- Wed Nov 25, 2020 10:16 pm
- Forum: Duplicates
- Topic: [1.1.0] Menu Buttons Not Responding
- Replies: 3
- Views: 1672
Re: [1.1.0] Menu Buttons Not Responding
Happens to me as well in 1.1.1
I have scale to automatic (100%)
repro steps:
start the game
click Multiplayer
click Host new game
click Next
click Next
wait for simulation to change
Play and Back buttons are now unresponsive
(ESC or E works, also using the scrollbar makes the buttons to ...
I have scale to automatic (100%)
repro steps:
start the game
click Multiplayer
click Host new game
click Next
click Next
wait for simulation to change
Play and Back buttons are now unresponsive
(ESC or E works, also using the scrollbar makes the buttons to ...
- Wed Nov 25, 2020 6:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
- Replies: 21
- Views: 34061
Re: [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior.
However the default should be to not save the wires and auto-connect instead as in previos versions. Otherwise, copy paste ist fairly useless because you would always have to open the interface and activate the option just in case this incident happens. While wanting to save the wire connections ...
- Wed Nov 25, 2020 6:32 pm
- Forum: Ideas and Suggestions
- Topic: Snap to grid should default to relative again
- Replies: 20
- Views: 6610
- Tue Nov 24, 2020 7:19 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 157149
Re: Version 1.1.0
Really weird no one here is talking about
Transport belt drag building is locked into a line, can be turned off by an interface setting.
I personally love it, but I'd like to have it under (modifier) hotkey or shortcut. It just feels weird it behaves differently for belts than other entities and ...
Transport belt drag building is locked into a line, can be turned off by an interface setting.
I personally love it, but I'd like to have it under (modifier) hotkey or shortcut. It just feels weird it behaves differently for belts than other entities and ...
- Tue Nov 17, 2020 11:24 pm
- Forum: Implemented mod requests
- Topic: number of crafts in on_pre_player_crafted_item event
- Replies: 2
- Views: 1368
Re: number of crafts in on_pre_player_crafted_item event
Thanks for such a quick response. Awesome as always
- Tue Nov 17, 2020 4:32 pm
- Forum: Implemented mod requests
- Topic: number of crafts in on_pre_player_crafted_item event
- Replies: 2
- Views: 1368
number of crafts in on_pre_player_crafted_item event
Hello,
I'd like to monitor player's handcrafting, but I hit an API limitation.
on_pre_player_crafted_item gets fired once no matter whether player crafts 1, 5 or all items. Knowing this would be very helpful.
Same thing is already built into on_player_cancelled_crafting, called cancel_count ...
I'd like to monitor player's handcrafting, but I hit an API limitation.
on_pre_player_crafted_item gets fired once no matter whether player crafts 1, 5 or all items. Knowing this would be very helpful.
Same thing is already built into on_player_cancelled_crafting, called cancel_count ...