Search found 7 matches

by Aurilika
Fri Jan 24, 2025 4:53 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.32] Crash if normal quality level is changed (AsteroidCollectorControlBehavior check fails)
Replies: 3
Views: 1179

Re: [2.0.32] Crash to desktop if normal quality level is changed



normal quality set to a level above 0


Pretty sure you cannot change this value (at the moment). The question is more if this is a hard crash or a well formatted crash.

Also, there's no crash in your log file.


Oops, updated the log in the initial post. I added this because someone ...
by Aurilika
Fri Jan 24, 2025 5:42 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.32] Crash if normal quality level is changed (AsteroidCollectorControlBehavior check fails)
Replies: 3
Views: 1179

[boskid][2.0.32] Crash if normal quality level is changed (AsteroidCollectorControlBehavior check fails)

What did you do?
A bug was reported for one of my mods, and upon testing it's a repeatable crash to desktop.

What happened?
Loading a space age save with the normal quality set to a level above 0 causes a crash to desktop related to the asteroid collector.

Replication steps:
Load provided save ...
by Aurilika
Fri Jan 10, 2025 5:07 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.29] Trigger Techs reset progress on mod change
Replies: 3
Views: 1290

Re: [Rseding91] [2.0.29] Trigger Techs reset progress on mod change

It seems to be consistent from my tests, and I only looked into it because there was another person who was trying to figure out why their trigger tech was so far behind their total production despite that mod being active from the beginning of their save.
by Aurilika
Fri Jan 10, 2025 5:35 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.29] Trigger Techs reset progress on mod change
Replies: 3
Views: 1290

[Rseding91] [2.0.29] Trigger Techs reset progress on mod change

1. What did I do?

Have a saved game, and then add or remove any mod that adds technologies.

Steps:
1) Load save, note that the steam technology is partially completed
2) Add any mod that adds at least 1 technology (or remove a mod with a technology, but this save has no mods enabled)
3) Load Save ...
by Aurilika
Sat May 06, 2017 12:46 am
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 95790

Re: Friday Facts #189 - Specifying the 1.0


How can I flag a station as a supply stop if it's missing resources based on filter inserters connected to the logistics network at the outpost. I have the inserters unloading from the train to passive providers if a quantity of an item is less then a value I set on the inserter. Can I reuse this ...
by Aurilika
Fri May 05, 2017 11:17 pm
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 95790

Re: Friday Facts #189 - Specifying the 1.0


Sorry for the confusion I was trying to summarize a previous suggestion I made (https://forums.factorio.com/viewtopic.php?f=6&t=38496). This feature is not in the game now and running cables for distant outposts is a chore and would make this more difficult. Basically what this boils down to is ...
by Aurilika
Fri May 05, 2017 9:45 pm
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 95790

Re: Friday Facts #189 - Specifying the 1.0

3) improved train management like what many mods try to do but can't do properly because it's not built into the game. It would also be nice to be able to label trains with say "iron loading" and "iron unloading", then group iron loading and pax and supply stops into a station at each outpost and ...

Go to advanced search