Search found 235 matches
- Wed Oct 23, 2024 6:27 pm
- Forum: Not a bug
- Topic: [2.0.9] roboport -> "read logistic network request" don't work
- Replies: 1
- Views: 370
Re: [2.0.9] roboport -> "read logistic network request" don't work
I just understand. It's my own personal resquest who do this bug. My own request is add to the roboport request.
- Wed Oct 23, 2024 5:37 pm
- Forum: Not a bug
- Topic: [2.0.9] roboport -> "read logistic network request" don't work
- Replies: 1
- Views: 370
[2.0.9] roboport -> "read logistic network request" don't work
on my robotport, I put a cable and ask for " read logistic network request".
Attend :
See 10 robots + fiew wall (less than 20) + turet.
What I have :
Screen Shot 10-23-24 at 07.32 PM.PNG
I don't understand why I have red ciurcuit, rail, plate, green circuit ...
If I put those product on a red ...
Attend :
See 10 robots + fiew wall (less than 20) + turet.
What I have :
Screen Shot 10-23-24 at 07.32 PM.PNG
I don't understand why I have red ciurcuit, rail, plate, green circuit ...
If I put those product on a red ...
- Sat Mar 16, 2019 2:52 pm
- Forum: Not a bug
- Topic: [0.17.13][multiplayer]trying to apply migration ...
- Replies: 3
- Views: 2571
Re: [0.17.13][multiplayer]trying to apply migration ...
thanks. problem solve when I removed the file.Bilka wrote: Fri Mar 15, 2019 8:59 pm Thanks for the report. If you're getting this error it means that you have an extra migration file you shouldn't have. Delete the file.
- Fri Mar 15, 2019 6:00 pm
- Forum: Not a bug
- Topic: [0.17.13][multiplayer]trying to apply migration ...
- Replies: 3
- Views: 2571
[0.17.13][multiplayer]trying to apply migration ...
Hello,
I have this message each time I try to connect to any multiplayer game : server and me are on 17.13 without mod.
So impossible to connect to server.
I try :
FishDefender
Crashsite
OARC's
...
I have this message each time I try to connect to any multiplayer game : server and me are on 17.13 without mod.
So impossible to connect to server.
I try :
FishDefender
Crashsite
OARC's
...
- Sat Mar 02, 2019 4:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] Crash when loading game after disable a mod: "EntityPrototype::loadEntity"
- Replies: 1
- Views: 1259
[0.17.4] Crash when loading game after disable a mod: "EntityPrototype::loadEntity"
Hello, I have a crash of the game when I load my savegame after disable a mod : ZRecycling_0.17.1
Same problem when I disable reverse-factory_6.0.0 mod.
I can reproduce the crash each time.
If I enable the mod again, the savegame is load correctly.
factorio-dump-current.dmp
factorio-current ...
Same problem when I disable reverse-factory_6.0.0 mod.
I can reproduce the crash each time.
If I enable the mod again, the savegame is load correctly.
factorio-dump-current.dmp
factorio-current ...
- Sun Feb 04, 2018 9:26 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.16.2] Lamps no longer stagger
- Replies: 27
- Views: 14614
Re: [Twinsen][0.16.2] Lamps no longer stagger
I don't want to change my 1k lamps individualy !impetus maximus wrote:if anyone wants their lights to turn on sooner, and stay on later i made a lamp timer for 0.16
https://factorioprints.com/view/-L48_8Wig6y3c-AGwe0u
- Tue Jan 16, 2018 10:53 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Ore-2-bus endgame beaconed design set perfectly saturated
- Replies: 10
- Views: 31783
Re: Ore-2-bus endgame beaconed design set perfectly saturated
Can you share your oil processing now ?
I think you have done a very good work so far.
I think you have done a very good work so far.
- Fri Dec 29, 2017 11:04 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.16.2] Lamps no longer stagger
- Replies: 27
- Views: 14614
Re: [0.16.2] Lamps no longer stagger
I constantly have this issue with lamps too. Every dawn feels like power shortage. It is also hard to see shit in the middle of the factory during both dusk and dawn when lamps don't work. Can we have lamp timings configurable in the options?
agree. lamps now shut off too quick. Please add more ...
agree. lamps now shut off too quick. Please add more ...
- Fri Dec 29, 2017 10:59 am
- Forum: Mods
- Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
- Replies: 36
- Views: 35825
Re: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
Hello,
can you upgrade your mod to work with 16 version ?
can you upgrade your mod to work with 16 version ?
- Wed Dec 20, 2017 8:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.6] crash LogisticNetwork::findBestAvailableRobotForConst
- Replies: 2
- Views: 2827
[Rseding91] [16.6] crash LogisticNetwork::findBestAvailableRobotForConst
Just load the savegame. crash appear within 20 sec.
Need all mod to crash (without mod => no crash)
407.960 Info AppManager.cpp:259: Saving to _autosave3 (blocking).
411.528 Info AppManagerStates.cpp:1527: Saving finished
424.939 Error CrashHandler.cpp:286: Exception Code: c0000005, Address ...
Need all mod to crash (without mod => no crash)
407.960 Info AppManager.cpp:259: Saving to _autosave3 (blocking).
411.528 Info AppManagerStates.cpp:1527: Saving finished
424.939 Error CrashHandler.cpp:286: Exception Code: c0000005, Address ...
- Wed Oct 04, 2017 5:04 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 83675
Re: Friday Facts #203 - Logistic buffer chest
seePyou wrote:
What is important here, in this forum, what memory should I have for playing Factorio with the most UPS?
very good question !
- Sat Aug 26, 2017 11:02 pm
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 58214
Re: Friday Facts #205 - Teaching the things that everybody knows
You can also add somewhere that the fluid go slower when the pipe is longer.
- Sat Aug 26, 2017 1:19 pm
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 58214
Re: Friday Facts #205 - Teaching the things that everybody knows
for tutorial, you can explain :
- About train, that we can have 2 station with the same name. And train do load balancing
- About wire, explein with exemple what we can do :
----- backup power
----- alam if a thing is low (power, iron, ...)
----- enable/disable belt to priorize a production ...
- About train, that we can have 2 station with the same name. And train do load balancing
- About wire, explein with exemple what we can do :
----- backup power
----- alam if a thing is low (power, iron, ...)
----- enable/disable belt to priorize a production ...
- Fri Jul 07, 2017 3:26 pm
- Forum: Releases
- Topic: Version 0.15.28
- Replies: 53
- Views: 37600
Re: Version 0.15.28
Goooood goooodWarning icon for logistic chests that are not in a reach of roboport.
Train stop names are rendered at 45 degrees to better show names.
- Thu Jun 22, 2017 11:19 am
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 121493
- Wed Jun 21, 2017 10:51 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.21] After removing a mod with GUI, one block stay
- Replies: 1
- Views: 2404
[Rseding91] [0.15.21] After removing a mod with GUI, one block stay
Hello,
after disable the mod upgrade module https://mods.factorio.com/mods/aaaaaaaa ... adeModules, I still have it GUI on top left (without the icone) : my save game.
after disable the mod upgrade module https://mods.factorio.com/mods/aaaaaaaa ... adeModules, I still have it GUI on top left (without the icone) : my save game.
- Fri Jun 16, 2017 7:59 am
- Forum: General discussion
- Topic: Robot Battery Research
- Replies: 15
- Views: 8916
Re: Robot Battery Research
very good idea !
I like it. should be on vanillia
I like it. should be on vanillia
- Fri Jun 02, 2017 9:22 am
- Forum: Gameplay Help
- Topic: no path issue
- Replies: 8
- Views: 7455
Re: no path issue
Can you add a screenshot of the train network or you savegame ?
should be a signal placement problem
should be a signal placement problem
- Mon May 29, 2017 5:53 pm
- Forum: Pending
- Topic: [15.16] Train stuck at red signal
- Replies: 5
- Views: 2978
Re: [15.16] Train stuck at red signal
should be related to : viewtopic.php?f=11&t=47505
it's solved but we need to delete all buggy signals
it's solved but we need to delete all buggy signals
- Mon May 29, 2017 5:51 pm
- Forum: Ideas and Suggestions
- Topic: Adding "risk" to nuclear energy
- Replies: 5
- Views: 4088
Re: Adding "risk" to nuclear energy
I like your idea, because :
- it's a player choice
- it's risk versus more power
- it's fun :-)
To add a stone to your suggestion, over a temperature, we can imagine that a alarm "start" who said " nuclear reactor overload". shut the reactor by suppressing the fuel or it will explode soon. So ...
- it's a player choice
- it's risk versus more power
- it's fun :-)
To add a stone to your suggestion, over a temperature, we can imagine that a alarm "start" who said " nuclear reactor overload". shut the reactor by suppressing the fuel or it will explode soon. So ...