Search found 9 matches
- Thu Dec 19, 2024 6:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.27] Crash loading save working in 2.0.23 "CargoStation.cpp(374): CargoStation::refreshCargoPodCapacity"
- Replies: 6
- Views: 746
Re: [2.0.27] Crash loading save working in 2.0.23 "CargoStation.cpp(374): CargoStation::refreshCargoPodCapacity"
Ah, I see. I did wonder if that might have been the case given the rather unusual circumstance of the original bug. Thanks for confirming that for me.
- Thu Dec 19, 2024 11:37 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.27] Crash loading save working in 2.0.23 "CargoStation.cpp(374): CargoStation::refreshCargoPodCapacity"
- Replies: 6
- Views: 746
[2.0.27] Crash loading save working in 2.0.23 "CargoStation.cpp(374): CargoStation::refreshCargoPodCapacity"
I previously reported a crash with this save here , while that was marked as resolved when I attempted to load the save again, the save crashed again but with a different error log.
I saw that a crash in this function had already been reported here so I waited for 2.0.27 to test again.
The save is ...
I saw that a crash in this function had already been reported here so I waited for 2.0.27 to test again.
The save is ...
- Thu Dec 05, 2024 6:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.24] Crash loading save working in 2.0.23 "CargoStation.cpp:302: hatch was not true"
- Replies: 4
- Views: 1158
Re: [Klonan] [2.0.24] Crash upon loading a save that works with 2.0.23
Has been a little while since I set that experiment up, but if I remember correctly I think I fast replaced the Space Platform Hub with a Rare quality one after creating it by clicking the "+ Add space Platform" and not changing the quality of the starter pack used and then the "Create" button that ...
- Thu Dec 05, 2024 5:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.24] Crash loading save working in 2.0.23 "CargoStation.cpp:302: hatch was not true"
- Replies: 4
- Views: 1158
[Klonan] [2.0.24] Crash loading save working in 2.0.23 "CargoStation.cpp:302: hatch was not true"
Steps to Replicate:
1) Load the "Space Age Editor Stress Testing" save attached.
I have also attached the current log and the generated dump file.
The crash occurs whether the additional mods are present in the save or not; I saved a version without the mods on my non-steam 2.0.23 installation ...
1) Load the "Space Age Editor Stress Testing" save attached.
I have also attached the current log and the generated dump file.
The crash occurs whether the additional mods are present in the save or not; I saved a version without the mods on my non-steam 2.0.23 installation ...
- Wed Oct 23, 2024 5:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [2.0.9] Crash when debugging lua code using FMTK during an exception (GameStateAdapter::getCursorRecordID)
- Replies: 1
- Views: 1043
[Genhis] [2.0.9] Crash when debugging lua code using FMTK during an exception (GameStateAdapter::getCursorRecordID)
This occured when I have launched Factorio in Instrument Mode with FMTK through Visual Stuido Code to debug an exception in the Jetpack mod.
The setup is this: Have a character using a Jetpack on Vulcanus, then open Remote View to look at Nauvis. Press the J key to cause the Jetpack mod to switch ...
The setup is this: Have a character using a Jetpack on Vulcanus, then open Remote View to look at Nauvis. Press the J key to cause the Jetpack mod to switch ...
- Thu Oct 17, 2024 7:40 pm
- Forum: Modding interface requests
- Topic: [2.0] Add support for mods to mark themselves as incompatible with specific feature flags
- Replies: 8
- Views: 1087
[2.0] Add support for mods to mark themselves as incompatible with specific feature flags
TL;DR
Mods might wish to opt out of supporting certain feature flags, this would give them a method to do so.
What ?
It would be nice to be able to mark a mod as incompatible with a feature flag, automatically making it incompatible with mods that activate that feature flag. As an example a ...
Mods might wish to opt out of supporting certain feature flags, this would give them a method to do so.
What ?
It would be nice to be able to mark a mod as incompatible with a feature flag, automatically making it incompatible with mods that activate that feature flag. As an example a ...
- Fri Sep 08, 2023 2:02 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 254209
Re: Friday Facts #375 - Quality
It's awful, this is factorio, not some shooter with equipment rarity. If I cannot disable this """""""feature""""""" entirely, I will not buy the expansion.
You appear to have missed the fact that Quality is entirely optional and there is no need to ever make a higher Quality item. They even ...
- Fri Sep 08, 2023 11:49 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 254209
Re: Friday Facts #375 - Quality
Actually, I have another question as well. With Productivity being capped to 300%, does that mean Mining Productivity is capped as well? Or is there a little bit of nuance that hasn't been discussed yet that means we still can get bigger productivity numbers on things that aren't making ...
- Fri Sep 08, 2023 11:27 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 254209
Re: Friday Facts #375 - Quality
That looks awesome! One question I have since it's not explicitly stated: Is the Recycler is also gated to the Expansion since it's tied into the desire to recycle low Quality things?