Search found 770 matches
- Wed May 25, 2022 11:00 am
- Forum: Technical Help
- Topic: [1.1.59] "Unexpected error occurred"
- Replies: 1
- Views: 995
[1.1.59] "Unexpected error occurred"
I'm running a heavily modded game (Krastorio + Space Exploration), with a headless server and the client running on the same PC (with 32GB ram). Both server and client crashed at the same time and the error message suggests I upload the logs. I wouldn't be surprised if this was just an issue allocat...
- Mon Nov 11, 2019 11:11 pm
- Forum: Logistic Train Network
- Topic: What is included in "Console Message level: Warnings"
- Replies: 9
- Views: 4181
Re: What is included in "Console Message level: Warnings"
That's weird, because I have the option set as in the screenshot, yet I am receiving messages about 'no station suppling x in network y'. As far as I'm concerned, that's the desired situation anyway. I came to this thread looking for a setting to disable the successful dispatch messages but keep the...
- Sun Nov 10, 2019 12:00 pm
- Forum: Logistic Train Network
- Topic: What is included in "Console Message level: Warnings"
- Replies: 9
- Views: 4181
Re: What is included in "Console Message level: Warnings"
I think the tooltip information for the Message Level setting is slightly off:
The "Missing resources" category seems to be included in Errors & Warnings now.
The "Missing resources" category seems to be included in Errors & Warnings now.
- Thu Nov 07, 2019 9:29 am
- Forum: Logistic Train Network
- Topic: Error "Invalid stop unit_number" after bot-deconstructing a LTN stop
- Replies: 12
- Views: 5020
Re: Error "Invalid stop unit_number" after bot-deconstructing a LTN stop
Awesome, thanks for the swift fix:) And also, thanks for the mod!
- Wed Nov 06, 2019 5:49 pm
- Forum: Logistic Train Network
- Topic: Error "Invalid stop unit_number" after bot-deconstructing a LTN stop
- Replies: 12
- Views: 5020
Re: Error "Invalid stop unit_number" after bot-deconstructing a LTN stop
I just ran into this issue as well while running LTN 1.11.5. Not sure if it's expected, but it looks like LTN processing completely stops. Newly built stops don't get initialized and I think dispatcher doesn't do anything anymore either. Mods and save available here, if there's any chance of that be...
- Fri Oct 25, 2019 4:14 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 51620
Re: Friday Facts #318 - New Tooltips
Apart from belts, I'd imagine walls could also be a likely candidate for batching.
- Thu Sep 26, 2019 8:45 am
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 152688
Re: [0.17] Please post bugs and balance issues here.
I just noticed the Artillery Mk2 can't fast-replace the base game's Artillery, nor won't it show up in an upgrade planner. I can't build Mk3 yet, so haven't tested that, but since I can't select any of the Artillery in an upgrade planner, I'll assume that wont fast-replace either. I'll make a note ...
- Sun Sep 22, 2019 12:01 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 152688
Re: [0.17] Please post bugs and balance issues here.
I just noticed the Artillery Mk2 can't fast-replace the base game's Artillery, nor won't it show up in an upgrade planner. I can't build Mk3 yet, so haven't tested that, but since I can't select any of the Artillery in an upgrade planner, I'll assume that wont fast-replace either. Not entirely sure ...
- Mon Jul 22, 2019 9:55 pm
- Forum: Won't fix.
- Topic: [0.17.58] Updating from 0.17.53 crashes
- Replies: 1
- Views: 1651
[0.17.58] Updating from 0.17.53 crashes
Started my 0.17.53 installation, accepted the offered upgrade to 0.17.58. Game crashed with "Unexpected error occured" (in a Windows dialog). Complete logfile in the spoiler. Also attached the dump file. Next attempt, the game started without issues. 0.001 2019-07-22 23:44:23; Factorio 0.1...
- Sun May 05, 2019 9:49 am
- Forum: Duplicates
- Topic: [0.17.36] Refinery 'leaks' crude oil out of the input
- Replies: 4
- Views: 2633
Re: [0.17.36] Refinery 'leaks' crude oil out of the input
3/ one oil refinery was somehow cleared of recipe - this way crude oil was pushed back to both inputs Your analysis sounds plausible, although it's somewhat unexpected behaviour (after all, when you clear the recipe when there's no pipes connected, the fluid simply disappears from the refinery). I ...
- Sat May 04, 2019 7:24 pm
- Forum: Duplicates
- Topic: [0.17.36] Refinery 'leaks' crude oil out of the input
- Replies: 4
- Views: 2633
[0.17.36] Refinery 'leaks' crude oil out of the input
I'm setting up my refineries. Currently using the basic oil processing recipe, so both inputs accept crude oil, but already preparing the water pipes for advanced processing later. In the pipes connected to the left-side inputs, I see a small amount of crude oil. I'm very sure I haven't had those pi...
- Sat Apr 20, 2019 10:21 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.32] Unable to place ghosts while ghost-building rail
- Replies: 1
- Views: 2515
[kovarex] [0.17.32] Unable to place ghosts while ghost-building rail
I don't have any rail pieces in my inventory. Now when I activate the rail from my hotbar, it activates in ghost building mode. I then click on the arrow of an existing rail segment and it shows the outline of the rail to be built in green, but I'm unable to actually place the rail or ghosts. Nothin...
- Sun Apr 14, 2019 12:17 am
- Forum: Pending
- Topic: [0.17.31] Train on Auto slams into parked train on Manual!!!
- Replies: 7
- Views: 2212
Re: [0.17.31] Train on Auto slams into parked train on Manual!!!
Trains do not check for other trains, signals check for other trains. Trains simply go when the signal says it's OK or when there's no signal. You're going to need to post some pictures, but from your description it sounds like a signalling problem.
- Sat Apr 13, 2019 9:35 pm
- Forum: Duplicates
- Topic: Crafting Speed Affecting Productivity Efficiency
- Replies: 7
- Views: 11082
Re: Crafting Speed Affecting Productivity Efficiency
I seem to recall seeing a discussion like this a few years ago, also concerning Bob's modded modules. It's probably simple rounding errors (even in vanilla) that get magnified by the extreme increases Bob's modules give you.
- Fri Apr 12, 2019 11:19 pm
- Forum: Not a bug
- Topic: [0.17.30] Tracklaying issue
- Replies: 5
- Views: 2344
Re: [0.17.30] Tracklaying issue
TIL you could use Shift-R to rotate anticlockwise. :lol: Another (presumably unintended) side effect of the tracklaying change I just noticed: When you click the arrow on an existing piece of track within range, you can then keep building until you run out of rails (have to switch to map view of co...
- Fri Apr 12, 2019 10:47 pm
- Forum: Not a bug
- Topic: [0.17.30] Tracklaying issue
- Replies: 5
- Views: 2344
[0.17.30] Tracklaying issue
The new tracklaying logic is an improvement, but I think there's room for some more polishing: When laying track, the switch between ghost and manual building depends on the state of the shift key. When you're in the process of laying a large-ish amount of ghost track, it's rather inconvenient to ha...
- Sat Mar 30, 2019 8:03 pm
- Forum: Not a bug
- Topic: [0.17.23] Map Generator->Mod Settings restarts without warning
- Replies: 2
- Views: 1412
Re: [0.17.23] Map Generator->Mod Settings restarts without warning
I guess that's not quite obvious enough then In fact, it is quite well hidden as it is the same font and color as the options. An important message like that should at least have a different color, or even a mouseover on the confirm button.
- Sat Mar 30, 2019 7:43 pm
- Forum: Not a bug
- Topic: [0.17.23] Map Generator->Mod Settings restarts without warning
- Replies: 2
- Views: 1412
[0.17.23] Map Generator->Mod Settings restarts without warning
Not entirely sure this qualifies as a bug per se, but it's certainly annoying. I was just starting a new map, went through a few different seeds and other slider settings until i was satisfied with the preview. Then I went to Mod Settings, changed a few toggles and when I hit confirm, the game resta...
- Mon Mar 18, 2019 10:32 am
- Forum: Not a bug
- Topic: [0.17.14] copy-paste from assembler to requester multiplication
- Replies: 9
- Views: 5058
Re: [0.17.14] copy-paste from assembler to requester multiplication
It's hard to find a reasonable number. There are plenty of situations where crafting for 30sec is desired regardless of the number of resources. I believe there was a cap but it mostly caused confusion and problems. If you want some custom amount, then set it manually, this is a special power tool ...
- Mon Mar 18, 2019 8:28 am
- Forum: Not a bug
- Topic: [0.17.14] copy-paste from assembler to requester multiplication
- Replies: 9
- Views: 5058
Re: [0.17.14] copy-paste from assembler to requester multiplication
Ah right, so it is actually by design. Perhaps the multiplication factor should be capped at a somewhat more sensible number then (10 seems like a reasonable number)