Search found 70 matches
- Fri Oct 06, 2023 11:50 am
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 45846
Re: Friday Facts #379 - Abstract rewiring
The developers made an incredible reworking of power system communications, although a small part of the players needed it. I think the overhaul of Spidertron's controls (which is much more commonly used) will be great; Given the hint at the next FFF and the lack of mention of remote in today's ...
- Sun Jan 17, 2021 8:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.11] Can't place ghost outside of normal placement range
- Replies: 12
- Views: 8184
Re: [kovarex] [1.1.11] Can't place ghost outside of normal placement range
I'm still having this issue in 1.1.12, despite the changelog saying that the issue was fixed.
It's half-fixed. You can now build blueprints outside range using shift, but not with a ghost in your cursor. Using shift *and* a ghost in your cursor still allows you to build outside range, so you can ...
- Thu Jan 07, 2021 2:16 pm
- Forum: Releases
- Topic: Version 1.1.7
- Replies: 25
- Views: 22297
Re: Version 1.1.7
Does 'mobile' mean spidertron / other vehicle grid roboports? If not, then what does it mean?FactorioBot wrote: Thu Jan 07, 2021 9:49 am Changes
- Color differentiation for robot overview on the map (yellow = construction, white = logistics, cyan = mobile, green = personal).
- Sun Aug 02, 2020 6:56 am
- Forum: Duplicates
- Topic: [mod portal] Login flow is weird
- Replies: 1
- Views: 933
[mod portal] Login flow is weird
When I first open a page on the mod portal, it shows an option to log in. When I click it, without having to do anything else, I then see a page with "Success - you are logged in", and a 404 message below it.
This sounds to me as if my login is actually remembered, as it should be, but it's not ...
This sounds to me as if my login is actually remembered, as it should be, but it's not ...
- Wed Jul 15, 2020 1:35 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer::get_hand_index / LuaPlayer::set_hand_index or similar
- Replies: 5
- Views: 3856
Re: LuaPlayer::get_hand_index / LuaPlayer::set_hand_index or similar
From the changelog description, I was hoping this would give me a way to read the player's actual mouse cursor without them triggering an action (like use capsule).
Oh well.
Oh well.
- Sat May 30, 2020 6:24 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1592632
Re: Bugs & FAQ
The new version of Angel's Refining (0.11.11) crashes on startup if Angel's Smelting is not enabled. The error is:
Code: Select all
Failed to load mods: Path __angelssmelting__/graphics/icons/ore-bauxite.png does not match any enabled mod.: __angelssmelting__/graphics/icons/ore-bauxite.png
- Sun Apr 19, 2020 12:43 pm
- Forum: Duplicates
- Topic: [0.18.18] Game throws error popup when deleting save game
- Replies: 1
- Views: 1074
[0.18.18] Game throws error popup when deleting save game
I deleted a save file from the "Load game" dialog. The file was deleted just fine, but two seemingly unrelated errors popped up simpy as Windows error dialog boxes. The game then continued to run just fine, no crash.
I checked, the messages are in the log file. So here you go.
Relevant bit:
307 ...
I checked, the messages are in the log file. So here you go.
Relevant bit:
307 ...
- Wed Apr 15, 2020 9:28 am
- Forum: Resolved Requests
- Topic: [0.18.18] Broken link in documentation
- Replies: 1
- Views: 1701
[0.18.18] Broken link in documentation
The radius_visualisation_specification property links to RadiusVisualisationSpecification, but that page does not exist.
Edit: Same problem for water_reflection
Edit: Same problem for water_reflection
- Tue Apr 14, 2020 4:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.18] Command triggered event without player_index
- Replies: 3
- Views: 2956
- Mon Apr 13, 2020 7:46 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.18] Command triggered event without player_index
- Replies: 3
- Views: 2956
[0.18.18] Command triggered event without player_index
I received a bug report for one of my mods, that seems to indicate a console command event was fired, without containing the player index. That field isn't optional according to the docs , so I thought it was good to mention it.
The offending line code in my mod (as mentioned in the stacktace, line ...
The offending line code in my mod (as mentioned in the stacktace, line ...
- Wed Mar 25, 2020 6:49 pm
- Forum: Logistic Train Network
- Topic: [1.12.7] Crash while running event on_train_changed_state
- Replies: 6
- Views: 3204
Re: [1.12.7] Crash while running event on_train_changed_state
I'm not sure what else I can tell you beyond it happened
But since it never happened again and won't be easy to reproduce, I guess we'll have to leave it be.

- Wed Mar 25, 2020 6:05 pm
- Forum: Logistic Train Network
- Topic: [1.12.7] Crash while running event on_train_changed_state
- Replies: 6
- Views: 3204
Re: [1.12.7] Crash while running event on_train_changed_state
The stop names do have rich text (icons), but they all do so that should be fine. I guess it's possible someone was changing the station settings or signals at the time, but it'd be pretty hard to reproduce if it hat to be at that exact tick.
- Tue Mar 24, 2020 10:00 pm
- Forum: Logistic Train Network
- Topic: [1.12.7] Crash while running event on_train_changed_state
- Replies: 6
- Views: 3204
Re: [1.12.7] Crash while running event on_train_changed_state
I wasn't doing anything LTN related at the time, just minding my own business when it crashed. I can't speak for the other players, but since the error happens in an event handler I doubt it's related to anything they did either.
We restarted the game and played for several more hours, and the ...
We restarted the game and played for several more hours, and the ...
- Tue Mar 24, 2020 7:25 pm
- Forum: Logistic Train Network
- Topic: [1.12.7] Crash while running event on_train_changed_state
- Replies: 6
- Views: 3204
[1.12.7] Crash while running event on_train_changed_state
Factorio version 0.18.15. We were playing multiplayer, 3 players connected. Let me know if you need more info.
Screenshot with stacktrace is attached
Screenshot with stacktrace is attached
- Tue Feb 18, 2020 6:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.79] Weird Behavior with Biter Pathfinding or something similar.
- Replies: 8
- Views: 4927
Re: [0.17.79] Weird Behavior with Biter Pathfinding or something similar.
I've seen similar behaviour in my Islands World (mod, not the vanilla Island) map. It seems like once biters have decided there's nothing to attack, they are content to just stand around forever even if something to attack does arrive.
- Wed Feb 12, 2020 2:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][0.18.6] Current station indicator is off by one
- Replies: 4
- Views: 3505
Re: [0.18.6] Current station indicator is off by one
That's an extensive test! Thanks for making the effort.
- Wed Feb 12, 2020 1:42 pm
- Forum: Modding help
- Topic: Freeplay remote interface not available in game upgraded from 0.17.79
- Replies: 1
- Views: 1387
Freeplay remote interface not available in game upgraded from 0.17.79
I'm running into this weird issue where a save game created in 0.17.79, will not have access to the freeplay remote interface when loaded in 0.18.4-6. Starting a new game in that version will have access just fine. If I re-save the game in 0.18.6 and then reload, it'll also be fine. Is there ...
- Wed Feb 12, 2020 1:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][0.18.6] Current station indicator is off by one
- Replies: 4
- Views: 3505
[boskid][0.18.6] Current station indicator is off by one
I have a big stacker at my main base which has stations reading the logistics network content. They all have the same name, and serve as parking for trains with many different items waiting until their load is needed. When I click on one of these stations, it shows a list of all trains with that ...
- Wed Feb 12, 2020 12:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.18.4] Research progress of current tier shows for next queued tier
- Replies: 4
- Views: 3629
Re: [0.18.4] Research progress of current tier shows for next queued tier
The progress is still showing incorrectly in 0.18.6
- Tue Feb 11, 2020 7:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.5] Graphics lock up when zooming in on distant areas on map in multiplayer
- Replies: 5
- Views: 4554
Re: [0.18.5] Graphics lock up when zooming in on distant areas on map in multiplayer
Same exact issue here. I can provide a log if needed. This happens for me and my friend, but my other friend (with a potato for a pc) doesn't have the issue.
Update: Only happens under certain conditions. Might be related to the bot building warnings, the allied player that was there, or a specific ...
Update: Only happens under certain conditions. Might be related to the bot building warnings, the allied player that was there, or a specific ...