Search found 49 matches
- Mon Sep 16, 2019 5:26 am
- Forum: Desyncs with mods
- Topic: Desync when using Industrial Rev (+ 2 others)
- Replies: 1
- Views: 1490
Re: Desync when using Industrial Rev (+ 2 others)
tried to attach desync reports and they failed to post.
- Mon Sep 16, 2019 5:25 am
- Forum: Desyncs with mods
- Topic: Desync when using Industrial Rev (+ 2 others)
- Replies: 1
- Views: 1490
Desync when using Industrial Rev (+ 2 others)
Desync when using Industrial Rev (+ 2 others). Can you tell if this is mod or server?
- Sat Jul 27, 2019 5:49 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1100001
Re: [0.17] Sea Block Pack 0.3.6
Looks like there is a new modpack category to add this to. Might be worth adding the tag?
Thanks for the easy install!
Thanks for the easy install!
- Fri Mar 29, 2019 6:47 pm
- Forum: Duplicates
- Topic: [0.17.21] Automatic updater fails updating to 0.17.23
- Replies: 2
- Views: 1226
Re: [0.17.21] Automatic updater fails updating to 0.17.23
Came to report the same. .17 to .23 fails on the last step. HttpSharedState.cpp:146: Downloading https://updater.factorio.com/updater/get-download?package=core-win64&from=0.17.22&to=0.17.23&isTarget=true&username=Pirion&token=<private>&apiVersion=2 247.944 Info HttpSharedStat...
- Sat Dec 16, 2017 2:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.16.2] Lamps no longer stagger
- Replies: 27
- Views: 13602
Re: [0.16.2] Lamps no longer stagger
I would also add they turn on too late, after the factory is already dark - and turn off too early.
- Thu Dec 14, 2017 2:27 am
- Forum: Not a bug
- Topic: Checkboxes and RadioButtons are no longer firing click event
- Replies: 4
- Views: 2449
Re: Checkboxes and RadioButtons are no longer firing click event
I checked the lua-api and saw the following:
If that is the case, can we update the docs to include this change?
Thanks!
If that is the case, can we update the docs to include this change?
Thanks!
- Wed Dec 13, 2017 10:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.0] When there are multiple forces, ghosts connect with enemy belts
- Replies: 9
- Views: 4451
Re: [kovarex] [0.16.0] belt corners glitched when loading older maps
Not sure if you want mine as it isn't an upgrade issue, but here it is.
- Wed Dec 13, 2017 10:53 pm
- Forum: Not a bug
- Topic: Checkboxes and RadioButtons are no longer firing click event
- Replies: 4
- Views: 2449
Re: Checkboxes and RadioButtons are no longer firing click event
Steps: Become admin (if gui doesn't appear, run /c create_admin_gui(game.player.name)) Open Character, and try to control run speed.. All events fire except these. Uses Event.register(defines.events.on_gui_click, gui_click) in admin.lua runs line 68: starting here local function gui_click(event) if ...
- Wed Dec 13, 2017 10:49 pm
- Forum: Not a bug
- Topic: Checkboxes and RadioButtons are no longer firing click event
- Replies: 4
- Views: 2449
Checkboxes and RadioButtons are no longer firing click event
Checkboxes and RadioButtons are no longer firing click events when using the 3ra scenario.
- Wed Dec 13, 2017 9:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.0] When there are multiple forces, ghosts connect with enemy belts
- Replies: 9
- Views: 4451
Re: [kovarex] [0.16.0] belt corners glitched when loading older maps
Mine is not related to upgrading. Mine is corner glitched when another force places the belt.
I know we've had issue with cross force blueprints before - but this one opens PVP up to major grief in a way that would make it unplayable.
I know we've had issue with cross force blueprints before - but this one opens PVP up to major grief in a way that would make it unplayable.
- Wed Dec 13, 2017 7:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.0] When there are multiple forces, ghosts connect with enemy belts
- Replies: 9
- Views: 4451
Multiple Forces/Belts
When there are multiple forces, blueprints connect up to belts and cause odd behavior.
Screenshot below is Admin force belt blueprint into Player belt
Screenshot below is Admin force belt blueprint into Player belt
- Wed Dec 13, 2017 5:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Enemy Artillery Turrets/Wagons count in range check.
- Replies: 1
- Views: 2602
[Rseding91] Enemy Artillery Turrets/Wagons count in range check.
My Setup:
Count of targets:
Proof they're not in my team:
If you open the save, I've used /c game.players.Pirion.selected.force = "enemy" on each of the turrets.
Count of targets:
Proof they're not in my team:
If you open the save, I've used /c game.players.Pirion.selected.force = "enemy" on each of the turrets.
Desync
I was deleted concrete. Some guys were working on rails..I have no idea what else happened, but report attached.
- Fri Aug 11, 2017 2:47 pm
- Forum: Outdated/Not implemented
- Topic: Change wording in deconstruction planner
- Replies: 7
- Views: 3107
Re: Change wording in deconstruction planner
I think excluding would work better than excepting.
- Fri Aug 11, 2017 2:44 pm
- Forum: Implemented Suggestions
- Topic: Another state for Train Stops: Closed
- Replies: 2
- Views: 1855
Another state for Train Stops: Closed
Another state for Train Stops: Closed I'd like to allow trains currently in route to continue to a train stop even if the train stop is disabled. If the train has already selected the station to route and station is set to "closed", then the trains that are currently routing should continu...
- Fri Aug 11, 2017 2:35 pm
- Forum: Implemented Suggestions
- Topic: Set Max # of Trains
- Replies: 1
- Views: 1181
Set Max # of Trains
1) For each train stop, I'd like to be able to set the number of trains that can path to it at one point. Right now, if you have multiple train stations of the same name...they will send all available trains to whichever is available. What I would like to do instead is to set a max number of trains ...
- Tue May 02, 2017 3:10 am
- Forum: Not a bug
- Topic: Peers are blocking peers
- Replies: 2
- Views: 1356
Peers are blocking peers
We're getting alot of connection issues when a server is restarted. Peers are blocking peers after restart alot more than .14.
File too big
File too big
- Sat Apr 29, 2017 7:53 am
- Forum: Pending
- Topic: [15.3] Server Crash: Unhandled exception: Flush failed: Broken pipe
- Replies: 1
- Views: 1262
[15.3] Server Crash: Unhandled exception: Flush failed: Broken pipe
On a large number of people joining, it has very bad behavior (clients blocking clients, etc). We've also had a few crashes in a row. Unhandled exception: Flush failed: Broken pipe Factorio crashed. Generating symbolized stacktrace, please wait ... 449.580 Info TransferSource.cpp:159: Block request ...
- Sat Apr 29, 2017 4:28 am
- Forum: Resolved Problems and Bugs
- Topic: Savefile Corruption
- Replies: 3
- Views: 2888
Savefile Corruption
We receive a corrupt savefile.
- Sat Apr 29, 2017 3:03 am
- Forum: Duplicates
- Topic: [15.2] Crash on: "InputActionDefragmenter::assemble"
- Replies: 4
- Views: 2448
15.03 Entire client list crash (InputActionDefragmenter::assemble)
Everyone on the game crashed at the same time. This is using the 3ra Enhanced Vanilla Scenario.
Server was completely unaffected.
Server was completely unaffected.