Search found 9 matches

by kapaer
Sat May 11, 2019 5:25 pm
Forum: Duplicates
Topic: [Dominik][0.17.38] Crash when build blueprint with locked fluid-using recipe
Replies: 3
Views: 1773

[Dominik][0.17.38] Crash when build blueprint with locked fluid-using recipe

Construction robots (or entity.revive() from script) build incorrect assembling machine when blueprint has locked recipe with fluid.

Image

factorio-current.log
save file
by kapaer
Thu Feb 28, 2019 5:22 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.2] Interrupted mod download results in broken mod istallation
Replies: 1
Views: 719

[Rseding91] [0.17.2] Interrupted mod download results in broken mod istallation

When downloading on an unstable network such as Wifi and failing with timeout, HTTPfunction return code:200 and broken MOD is saved. log1: 82.858 Info ModPortal.cpp:401: Downloading /download/boblogistics/5c75bc786c8527000de42788?username=kapaer&token=<private> to C:\Users\kapaer\AppData\Roaming...
by kapaer
Mon Feb 12, 2018 1:23 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][16.23]LuaEntity::get_merged_signals() return wrong value
Replies: 1
Views: 2350

[Twinsen][16.23]LuaEntity::get_merged_signals() return wrong value

LuaEntity::get_merged_signals() returns the argument as it is, when no networks connect with selected connector. For example, 'arithmetic_combinator_entity.get_merged_signals(defines.circuit_connector_id.combinator_input)' returns 'number 1' when no input networks are connected. (defines.circuit_con...
by kapaer
Tue Jan 23, 2018 9:18 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.17] Bugfix: >100%productivity... is not fixed correctly
Replies: 7
Views: 2516

Re: [16.17] Bugfix: >100%productivity... is not fixed correctly

productivity_problem.jpg
productivity_problem.jpg (344.5 KiB) Viewed 2422 times
test mod and save file:
productivity_problem.zip
(2.23 MiB) Downloaded 131 times
by kapaer
Tue Jan 23, 2018 2:26 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.17] Bugfix: >100%productivity... is not fixed correctly
Replies: 7
Views: 2516

[Rseding91] [16.17] Bugfix: >100%productivity... is not fixed correctly

One of 0.16.17 Bugfixes: - Fixed that a furnace or assembling machine with > 100% productivity with a <= 1 tick crafting time recipe wouldn't work correctly. (56859) is not fix correctly. Base production speed is restricted to 1 tick, but productivity bonus is not restricted. For example: a. Make &q...
by kapaer
Thu Jan 18, 2018 2:20 am
Forum: Resolved Problems and Bugs
Topic: [Wheybags] [0.16.16] wrong "removed recipes" in Migrated content window
Replies: 0
Views: 1241

[Wheybags] [0.16.16] wrong "removed recipes" in Migrated content window

Sometimes "Migrated content window" shows wrong removed recipes. 20180118101627_1.jpg This cause wrong reference to recipes in blueprint-storage.dat. I recreated this problem: a. remove blueprint-storage.dat b. only enable "dummy1" mod (add "dummy1" recipe and technolog...
by kapaer
Mon Aug 28, 2017 7:53 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [15.33]Animated objects are jumping very far from start area
Replies: 3
Views: 3642

Re: [15.33]Animated objects are jumping very far from start area

Rseding91 wrote:Can you upload a save file that shows the problem?
Ok, please show comments of map screen.
https://1drv.ms/u/s!AgBRHXHbvpGfh3AY6eASlLXpEpnU
by kapaer
Mon Aug 28, 2017 1:20 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [15.33]Animated objects are jumping very far from start area
Replies: 3
Views: 3642

[Rseding91] [15.33]Animated objects are jumping very far from start area

Animated objects (player, assembling machines etc.) are jumping/shaking very far from start area (>262,144 tiles). https://youtu.be/71wR30RM0wE That happens: ABS(posX)>=0x40000 or ABS(posY)>=0x40000 . It looks like a significant figure of a floating point was exceeded, and an error has occurred to t...
by kapaer
Wed Jun 07, 2017 11:45 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [15.18] Some "no data.lua" mods are not saved to game
Replies: 1
Views: 1033

[Rseding91] [15.18] Some "no data.lua" mods are not saved to game

Some mods that have no ""data.lua" (ex. Bob's locale translation) are not saved to game data. Those mods are displayed "Not in save" in "Sync mods with save" menu. Those mods also cause a crash. I enabled Bob's locale translation (no "data.lua" mods) and ...

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