Construction robots (or entity.revive() from script) build incorrect assembling machine when blueprint has locked recipe with fluid.
factorio-current.log
save file
Search found 9 matches
- 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
- 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...
- 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...
- 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
test mod and save file:
- 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...
- 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...
- 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
Ok, please show comments of map screen.Rseding91 wrote:Can you upload a save file that shows the problem?
https://1drv.ms/u/s!AgBRHXHbvpGfh3AY6eASlLXpEpnU
- 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...
- 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 ...