
Search found 40 matches
- Thu Jul 30, 2020 3:35 pm
- Forum: Releases
- Topic: Version 0.18.38
- Replies: 24
- Views: 18740
Re: Version 0.18.38
The Blueprint name is not shown when using a nested blueprint book in the zoomed out map view 

- Sat Jul 25, 2020 10:00 am
- Forum: Duplicates
- Topic: [0.18.36] Crash in ai pathfinder: "!queue.empty() was not true"
- Replies: 2
- Views: 2112
Re: [0.18.36] Crash in ai pathfinder: "!queue.empty() was not true"
Same error happens again.
But this time I can "reproduce" it by loading my savegame :cry:
It's attached as autosave2; once you load it wait for the bots to place the poower poles and right when it places the last once it crashes
Factorio crashed. Generating symbolized stacktrace, please wait ...
But this time I can "reproduce" it by loading my savegame :cry:
It's attached as autosave2; once you load it wait for the bots to place the poower poles and right when it places the last once it crashes
Factorio crashed. Generating symbolized stacktrace, please wait ...
- Tue Jul 21, 2020 9:02 pm
- Forum: Duplicates
- Topic: [0.18.36] Crash in ai pathfinder: "!queue.empty() was not true"
- Replies: 2
- Views: 2112
[0.18.36] Crash in ai pathfinder: "!queue.empty() was not true"
The game crashed after the artillery top left started to shoot the biter base.
Coudn't reproduct it though.
Coudn't reproduct it though.
- Fri May 01, 2020 11:02 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 363201
Re: [MOD 0.18] Orbital Ion Cannon 1.8.1
Hey,
In 0.15.24: Removed CustomInputPrototype consuming types "all" and "script-only".
Apparently there was some "Migration" in place which was now removed in 0.18.22.
In data.lua the line has to be changed:
consuming = "script-only"
to.. I guess... "none"? Not really sure what it does tbh :D ...
In 0.15.24: Removed CustomInputPrototype consuming types "all" and "script-only".
Apparently there was some "Migration" in place which was now removed in 0.18.22.
In data.lua the line has to be changed:
consuming = "script-only"
to.. I guess... "none"? Not really sure what it does tbh :D ...
- Sat Mar 02, 2019 5:22 pm
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 86
- Views: 40285
Re: [0.15] Folks Factorio Fabrications
And if anyone is looking for a fix for JustGo; replace the control.lua with the code from here: https://gist.github.com/NochEinKamel/0e ... 3ebab8b0b1
QuickBar is no longer an inventory.
QuickBar is no longer an inventory.
- Mon Jan 22, 2018 8:51 pm
- Forum: Duplicates
- Topic: [0.16.17] Random crash
- Replies: 2
- Views: 1536
[0.16.17] Random crash
Couldn't figure out if it's reproducible.
Just loaded my 0.16.16 save, changed the setting on one splitter and played around with the belts to see the output priority. Then it just crashed.
Just loaded my 0.16.16 save, changed the setting on one splitter and played around with the belts to see the output priority. Then it just crashed.
- Sun May 21, 2017 9:47 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.10] Train signals showing red for no reason
- Replies: 4
- Views: 3036
Re: [0.15.10] Train signals showing red for no reason
After looking at all my autosaves,I relaized the red signal is there for a long time, i.e. before 0.15.12 - so i guess it's fixed
- Sat May 20, 2017 9:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.10] Train signals showing red for no reason
- Replies: 4
- Views: 3036
Re: [0.15.10] Train signals showing red for no reason
Still happend with 0.15.12 for me
I drove the red train (lower rail) manually and stopped to get some stuff from my factory below. When I came back up the stone train was just standing there at a red signal which shouldn't be red at all?! Nothing was changed with that setup for a few hours.
https ...
I drove the red train (lower rail) manually and stopped to get some stuff from my factory below. When I came back up the stone train was just standing there at a red signal which shouldn't be red at all?! Nothing was changed with that setup for a few hours.
https ...
- Fri Apr 28, 2017 5:05 pm
- Forum: Not a bug
- Topic: [15.3] Headless Server Won't launch
- Replies: 2
- Views: 1400
Re: [15.3] Headless Server Won't launch
Is your server-settings file up to date with all options?
- Tue Apr 25, 2017 3:01 pm
- Forum: Minor issues
- Topic: [0.15] Belts flicker on map view
- Replies: 7
- Views: 4267
Re: [0.15] Belts flicker on map view
Okay, thanks 

- Tue Apr 25, 2017 1:57 pm
- Forum: Minor issues
- Topic: [0.15] Belts flicker on map view
- Replies: 7
- Views: 4267
Re: [0.15] Belts flicker on map view
But... does it not happen for you?
- Tue Apr 25, 2017 10:50 am
- Forum: Translations
- Topic: Web based translations
- Replies: 90
- Views: 83010
Re: Web based translations
Are all 0.15 Strings on crowdin?
Can't find "graphics-quality-high" which is translated in german with the equivalent of "often", so not really matching.
Can't find "graphics-quality-high" which is translated in german with the equivalent of "often", so not really matching.
- Tue Apr 25, 2017 9:48 am
- Forum: Minor issues
- Topic: [0.15] Belts flicker on map view
- Replies: 7
- Views: 4267
[0.15] Belts flicker on map view
With the new Map view I have a graphical issue with the transport belts.
Repro:
Open Map (M)
Zoom in with the mouse wheel right until the graphics switch from map mode to "sattelite" mode.
Only in that zoom level belts are flickering like crazy.
I made a youtube video showing the effect - best ...
Repro:
Open Map (M)
Zoom in with the mouse wheel right until the graphics switch from map mode to "sattelite" mode.
Only in that zoom level belts are flickering like crazy.
I made a youtube video showing the effect - best ...
- Fri Aug 26, 2016 3:36 pm
- Forum: Releases
- Topic: Version 0.14.0
- Replies: 58
- Views: 65567
Re: Version 0.14.0
This invalidates all the mods for old version automatically, it might be little annoying, but it solves a lot of trouble.
Only on a modding point of view, there is not much difference between 0.14.0 and 0.13.18 than between 0.13.17 and 0.13.18 . So why this need to reset ? You did not force us to ...
Only on a modding point of view, there is not much difference between 0.14.0 and 0.13.18 than between 0.13.17 and 0.13.18 . So why this need to reset ? You did not force us to ...
- Fri Aug 19, 2016 9:05 pm
- Forum: News
- Topic: Friday Facts #152 - Team production challenge
- Replies: 46
- Views: 29209
Re: Friday Facts #152 - Team production challenge
Only if we can go in and sabotage the other teams (i.e. blow them up
)
Sounds like a great plan.

Sounds like a great plan.
- Sat Aug 06, 2016 9:12 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.10] linux dedicated server crash after sendHeartbeat
- Replies: 5
- Views: 2923
Re: [0.13.10] linux dedicated server crash after sendHeartbeat
My server is still crashing from time to time while idle.
Updated stack trace for 0.13.13
Factorio crashed. Generating symbolized stacktrace, please wait ...
31900.903 Warning Logger.cpp:360: Symbols.size() == 19, usedSize == 17
#0 0x9d086d in logStacktrace at /tmp/factorio-QoLkau/src/Util/Logger ...
Updated stack trace for 0.13.13
Factorio crashed. Generating symbolized stacktrace, please wait ...
31900.903 Warning Logger.cpp:360: Symbols.size() == 19, usedSize == 17
#0 0x9d086d in logStacktrace at /tmp/factorio-QoLkau/src/Util/Logger ...
- Wed Jul 27, 2016 7:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.12] Game hangs when trains meet on adjacent tracks
- Replies: 2
- Views: 1560
Re: [0.13.10][Pending] Game hangs when creating a train loop
Yes, I could just reproduce it.
It's not the placement of the train, but some interaction when they drive so close together.
If you load the attached savegame and set the inner train to automatic, the train drives a bit and then the game hangs.
(Maybe related to this issue ? https://forums ...
It's not the placement of the train, but some interaction when they drive so close together.
If you load the attached savegame and set the inner train to automatic, the train drives a bit and then the game hangs.
(Maybe related to this issue ? https://forums ...
- Mon Jul 25, 2016 8:14 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.10] linux dedicated server crash after sendHeartbeat
- Replies: 5
- Views: 2923
Re: [0.13.10] linux dedicated server crash after sendHeartbeat
Yes Not the same error as mine.
- Sun Jul 24, 2016 10:24 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.12] Game hangs when trains meet on adjacent tracks
- Replies: 2
- Views: 1560
[0.13.12] Game hangs when trains meet on adjacent tracks
See 3rd post for correct bug description with repro.
----
Kind of a silly bug, but I tried to reproduce another bug and placed the following train.
factorio-train-bites-its-own-tail.png
If the screen and file name are not clear enough: that's one long train and the newly placed part is ...
----
Kind of a silly bug, but I tried to reproduce another bug and placed the following train.
factorio-train-bites-its-own-tail.png
If the screen and file name are not clear enough: that's one long train and the newly placed part is ...
- Sun Jul 24, 2016 8:38 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.10] linux dedicated server crash after sendHeartbeat
- Replies: 5
- Views: 2923
[0.13.10] linux dedicated server crash after sendHeartbeat
Server crashed in the middle of the night while idle.
Crashed around Jul 24 03:04 (UTC+2)
...
17030.498 Refusing connection for address(xx.xx.xx.xx:62863). Password not provided or not matching. [[[Note: Only adding this to show the last log entry before the crash; nothing in between 17xxx and ...
Crashed around Jul 24 03:04 (UTC+2)
...
17030.498 Refusing connection for address(xx.xx.xx.xx:62863). Password not provided or not matching. [[[Note: Only adding this to show the last log entry before the crash; nothing in between 17xxx and ...