Search found 10 matches
- Fri Dec 11, 2020 12:34 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.4] Crash during some actions after attempting to overwrite locked saved file
- Replies: 3
- Views: 2669
Re: [Twinsen][1.1.4] Crash during some actions after attempting to overwrite locked saved file
I can't seem to reproduce the issue. GetFileAttributesExW seems to have failed for you, but I can't reach that state no matter how I lock the file. Confirmed on my machine as well. File locks cause an in-game error, but no crash. I'd assumed Firefox was locking the file itself, but it must be doing...
- Wed Dec 09, 2020 9:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.4] Crash during some actions after attempting to overwrite locked saved file
- Replies: 3
- Views: 2669
[Twinsen][1.1.4] Crash during some actions after attempting to overwrite locked saved file
What did you do? I saved the game, attached the save file to a bug report thread in Firefox, and then attempted to overwrite the save to create a test save that better demonstrated the bug in the original thread. What happened? I got an in-game error dialog on the initial save attempt: Screenshot 3...
- Wed Dec 09, 2020 9:32 pm
- Forum: Minor issues
- Topic: [1.1.4] Adding manual stops on very long loop causes train to take longer paths
- Replies: 2
- Views: 1616
[1.1.4] Adding manual stops on very long loop causes train to take longer paths
What did you do? I have created a very long loop of track around an obstacle, to allow for faster player movement to locations around the obstacle. There is one train and one station along the loop. I then held Ctrl in the train preview to create a manual stop to move somewhere else along the obsta...
- Wed Jul 01, 2020 9:42 pm
- Forum: 1 / 0 magic
- Topic: [0.18.34, modded] Single-person crash to desktop on modded multiplayer server
- Replies: 1
- Views: 1023
[0.18.34, modded] Single-person crash to desktop on modded multiplayer server
I encountered a crash to desktop that only affected me on a multiplayer server, without affecting the other player or the server itself. The crash seems to occur due to removing Loss Prevention 1.18.6 from the server - the crash didn't happen before removing or after re-adding it to the server. My O...
- Tue Apr 24, 2018 4:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.37] [Mod API] Crash on malformed mod resource path
- Replies: 0
- Views: 2365
[0.16.37] [Mod API] Crash on malformed mod resource path
Bug: The game crashes upon encountering a mod with a resource path not of the form "__Mod__/path/". Steps to Reproduce: Take any mod and edit a resource path, to have either fewer or more than two underscores before or after the mod name, then launch the game. Observed Effect: The game cra...
- Sun Apr 08, 2018 4:23 pm
- Forum: Modding interface requests
- Topic: Create light source entity
- Replies: 15
- Views: 4720
Re: Create light source entity
+1 for burner energy_source support for all entities.
- Sat May 20, 2017 5:41 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 166286
Re: Friday Facts #191 - Gui improvements
I'm also curious what you guys think about bout our UI/UX and general game interaction. [...] Did you have problems when first playing the game? The big gotcha for me was that Assembling Machine 2s and 3s can take liquids as input. This isn't at all obvious unless you actually select a recipe for a...
- Fri May 19, 2017 2:01 am
- Forum: Modding help
- Topic: Change solar panel efficiency through modding API
- Replies: 4
- Views: 2141
Re: Change solar panel efficiency through modding API
So there's no way to change the efficiency linearly according to the current pollution? Darn.
- Thu May 18, 2017 7:36 pm
- Forum: Modding help
- Topic: Change solar panel efficiency through modding API
- Replies: 4
- Views: 2141
Re: Change solar panel efficiency through modding API
I can't seem to change the power output even for solar panels I'm creating through code. /c game.player.surface.create_entity({name='solar-panel',position=game.player.position,force=game.player.force,electric_output_flow_limit='10kW'}) I also tried power_production='10kW', but that didn't work either.
- Thu May 18, 2017 7:11 pm
- Forum: Modding help
- Topic: Change solar panel efficiency through modding API
- Replies: 4
- Views: 2141
Change solar panel efficiency through modding API
I'm trying to change the efficiency of solar panels depending on the pollution in a tile at runtime from within a mod. However, I can't find any way to influence the efficiency of a solar panel. Is there a way to change the efficiency of an electric source at runtime rather than changing the prototy...