Caught another crash related to the mod menu/installation.
This time I updated 5 mods via the built-in updater and once all of them were downloaded and updated it took about a second and the crash reporter showed up again.
BTW, I updated to Factorio 17.41 - 17.42 and of course 17.43 meanwhile - not ...
Search found 52 matches
- Sat May 25, 2019 2:32 pm
- Forum: 1 / 0 magic
- Topic: [0.17.40] Linux - crash while idling in mod menu
- Replies: 3
- Views: 1830
- Sun May 19, 2019 3:21 pm
- Forum: 1 / 0 magic
- Topic: [0.17.40] Linux - crash while idling in mod menu
- Replies: 3
- Views: 1830
Re: [0.17.40] Linux - crash while idling in mod menu
Managed to get another crash, this time shortly after updating one single mod (LTN) and then hitting "Confirm" to restart. It somehow felt like it was a timing problem, as in me not giving factorio enough time to sort out whatever file operation it was doing.
Anyways, after clicking confirm and ...
Anyways, after clicking confirm and ...
- Fri May 17, 2019 11:04 am
- Forum: 1 / 0 magic
- Topic: [0.17.40] Linux - crash while idling in mod menu
- Replies: 3
- Views: 1830
[0.17.40] Linux - crash while idling in mod menu
The crash happened after I played for a bit, saved, exited to the main menu and was inside of the mod menu.
I went into the mod overview to check whether I had a specific mod enabled. I then alt-tabbed and the game was in the background while I was looking up something in firefox. It took about 5-10 ...
I went into the mod overview to check whether I had a specific mod enabled. I then alt-tabbed and the game was in the background while I was looking up something in firefox. It took about 5-10 ...
- Sun Nov 08, 2015 4:11 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
- Replies: 93
- Views: 99490
Re: [MOD 0.12.x] Compression Chests: virtually unlimited storage
I just found a weird behaviour with the compression chest when running exclusively on capacitors at night:
They simply stop working as their power poles don't draw any energy from capacitors.
As soon as the sun comes up and the solar panels get back to producing power everything is slowly back to ...
They simply stop working as their power poles don't draw any energy from capacitors.
As soon as the sun comes up and the solar panels get back to producing power everything is slowly back to ...
- Sun Nov 01, 2015 10:12 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 359008
Re: [MOD 0.12.x] Treefarm REDUX
I have ported TreeFarm to 0.12.11+. I fixed the on_load, and renamed the game.on_events to script.on_event.
I haven't tested too much, but my game managed to load, so there's that. If a few other people confirm it works, I might add a post in the Unofficial Updates section.
Your modifications ...
I haven't tested too much, but my game managed to load, so there's that. If a few other people confirm it works, I might add a post in the Unofficial Updates section.
Your modifications ...
- Sun Nov 01, 2015 8:52 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Transformator
- Replies: 32
- Views: 51193
Re: [MOD 0.12.x] Transformator
Getting an error when trying to load this into an existing savegame (factorio 0.12.16 // bobsmods // 5dim).
Right after trying to load the savegame this error pops up preventing me to actually play:
Right after trying to load the savegame this error pops up preventing me to actually play:
Code: Select all
Notice
__Transformator__/control.lua:18 attempt to index global 'game' (a nil value)
- Wed Oct 28, 2015 11:02 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 132891
Re: [MOD 0.12.12+] Research queue 1.0.2
I was trying to recover my 0.12.14 savegame from the research window bug (mentioned in the 0.12.14 release thread) with bobs mods and other stuff installed.
Unfortunately installing your mod didn't help as I get the following error when trying to load any of my savegames:
Notice
Error while running ...
Unfortunately installing your mod didn't help as I get the following error when trying to load any of my savegames:
Notice
Error while running ...
- Tue Oct 27, 2015 7:57 pm
- Forum: Releases
- Topic: Version 0.12.14
- Replies: 14
- Views: 36216
Re: Version 0.12.14
Oups, one bugfix creates another bug, fixed for 0.12.15
Great.... but how about disabling the faulty update until the fix is out to not mess with even more savegames?
I know we're talking about the experimental branch of the game with a big spoiler about nasty things that may happen to your game ...
Great.... but how about disabling the faulty update until the fix is out to not mess with even more savegames?
I know we're talking about the experimental branch of the game with a big spoiler about nasty things that may happen to your game ...
- Tue Dec 16, 2014 1:15 am
- Forum: Mods
- Topic: [0.11.6] tno Modpack V2.8
- Replies: 126
- Views: 63850
Re: [0.11.x] tno Modpack V2.7
Looks like the special ammunition used for the "tankwerkz" tanks can't be crafted.
Explosive Cannon Shell, Depleted Uranium Cannon Shell, Explosive Tank Shell all need a normal "cannon-shell" which can't be crafted. No Recipe exists although an icon is present.
High Explosive Cannon Shell needs ...
Explosive Cannon Shell, Depleted Uranium Cannon Shell, Explosive Tank Shell all need a normal "cannon-shell" which can't be crafted. No Recipe exists although an icon is present.
High Explosive Cannon Shell needs ...
- Fri Dec 12, 2014 2:07 pm
- Forum: Mods
- Topic: [0.11.6] tno Modpack V2.8
- Replies: 126
- Views: 63850
Re: [0.11.x] tno Modpack V2.7
There are two stone gears available: one from dytech and one from replicators.
The replicators one takes 10 rare earth and is preferred when crafting replicators stuff. If you craft some of the dytech gears before that, those are used instead and only 1 stone for each gear is used.
This really makes ...
The replicators one takes 10 rare earth and is preferred when crafting replicators stuff. If you craft some of the dytech gears before that, those are used instead and only 1 stone for each gear is used.
This really makes ...
- Thu Dec 11, 2014 10:34 pm
- Forum: Mods
- Topic: [0.11.6] tno Modpack V2.8
- Replies: 126
- Views: 63850
Re: [0.11.x] tno Modpack V2.7
tno, the burner inserter is disabled via your recipes.lua file but it's needed to build a (Treefarm) field.
As a workaround I replaced the requirement with a basic inserter.
As a workaround I replaced the requirement with a basic inserter.
- Thu Dec 11, 2014 1:28 pm
- Forum: Mods
- Topic: [0.11.6] tno Modpack V2.8
- Replies: 126
- Views: 63850
Re: [0.11.x] tno Modpack V2.7
Did a clean reinstall of Factorio 0.11.5 and tno modpack v2.7.
The map generator settings for iron ore and the other things are back. I set them to none (besides rare earth and enemy bases of course).
The erratic pistol and magazine I used to be able to suicide with are gone.
The first 2 slots of ...
The map generator settings for iron ore and the other things are back. I set them to none (besides rare earth and enemy bases of course).
The erratic pistol and magazine I used to be able to suicide with are gone.
The first 2 slots of ...
- Thu Dec 11, 2014 12:11 pm
- Forum: Mods
- Topic: [0.11.6] tno Modpack V2.8
- Replies: 126
- Views: 63850
Re: [0.11.x] tno Modpack V2.6
Hmm I don't start with that 1 magazine Oo
And about the turrets + ammo then that is cause it takes a few hours to get some decent ammonition :p [...]
You might want to test your modpacks with a clean install as I mentioned in my last post. It reliably reproduces the bug.
I can understand why ...
And about the turrets + ammo then that is cause it takes a few hours to get some decent ammonition :p [...]
You might want to test your modpacks with a clean install as I mentioned in my last post. It reliably reproduces the bug.
I can understand why ...
- Thu Dec 11, 2014 1:51 am
- Forum: Mods
- Topic: [0.11.6] tno Modpack V2.8
- Replies: 126
- Views: 63850
Re: [0.11.x] tno Modpack V2.5
I'm using Factorio 0.11.5 and tno modpack version 2.5 (downloaded right from the dropbox link).
Once I start a new game or even load one of the older saves I have and then just press space to shoot something you instantly kill yourself and lose the game.
No enemy needed nearby, just start a new game ...
Once I start a new game or even load one of the older saves I have and then just press space to shoot something you instantly kill yourself and lose the game.
No enemy needed nearby, just start a new game ...
- Sun Jul 27, 2014 12:37 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.4] still no icon in windows 64bit exe
- Replies: 3
- Views: 1814
Re: [0.10.4] still no icon in windows 64bit exe
Same problem here. When I try to choose a different icon it even states that there are no symbols/icons in the exe file itself.
- Sun Jul 27, 2014 12:35 am
- Forum: Resolved Problems and Bugs
- Topic: [10.0.4] Crash on leaving logistic area
- Replies: 37
- Views: 15568
Re: [10.0.4] Crash on leaving logistic area
Having the same problem with my game.
Since updating Factorio to 0.10.4 I crash once I leave the orange area of the logistics network. At first I thought it would be crashing as soon as new terrain was generated, but then I ran through a hole in my logistics network.
I REALLY hope we'll get a ...
Since updating Factorio to 0.10.4 I crash once I leave the orange area of the logistics network. At first I thought it would be crashing as soon as new terrain was generated, but then I ran through a hole in my logistics network.
I REALLY hope we'll get a ...
- Fri Jul 11, 2014 9:35 pm
- Forum: Mods
- Topic: [MOD 0.10.x] PowerLimiter & DMG v0.0.7
- Replies: 21
- Views: 17970
Re: [MOD 0.10.x] PowerLimiter & DMG v0.0.7
There's a slight problem with producing DMG mk1 when trying to automatically build them in any factory.
Due to the stack size of Powerlimiters being 32 they can never fill the factory up to the required 50 Powerlimiters to manufacture it.
A simple fix would be changing line 12 of "Powerlimiter ...
Due to the stack size of Powerlimiters being 32 they can never fill the factory up to the required 50 Powerlimiters to manufacture it.
A simple fix would be changing line 12 of "Powerlimiter ...
- Sun May 04, 2014 1:43 pm
- Forum: News
- Topic: Friday Facts #32
- Replies: 33
- Views: 29413
Re: Friday Facts #32
The trailer could have really needed a higher bitrate. Once the zooming and moving starts everything gets a blurry and pixelated.
- Thu Mar 06, 2014 9:09 pm
- Forum: Implemented Suggestions
- Topic: Ability to export/import blueprints
- Replies: 6
- Views: 5547
Ability to export/import blueprints
I'd like to suggest adding a function that allows us to export and import blueprints to make it possible to share "elaborate contraptions" with other players.
Example: Player A built a complex belt/factory/inserter complex and player B wants to duplicate it.
Player A exports to "blueprint file ...
Example: Player A built a complex belt/factory/inserter complex and player B wants to duplicate it.
Player A exports to "blueprint file ...
- Sun Jan 12, 2014 5:48 pm
- Forum: Mods
- Topic: [0.8.x] Experimental Inserters
- Replies: 8
- Views: 9632
Re: More Inserters
Here's an Idea for you:
Try to make an "around the corner" inserter ;)
No idea if the engine is capable of doing so at all. An inserter that could take from its "front" and output to its "sides" would be really helpful for tight builds.
Or even more interesting:
A (filter?) inserter that takes ...
Try to make an "around the corner" inserter ;)
No idea if the engine is capable of doing so at all. An inserter that could take from its "front" and output to its "sides" would be really helpful for tight builds.
Or even more interesting:
A (filter?) inserter that takes ...