I have changed to control.lua and this fixes for me this the issue.Klonan wrote: Tue Jan 08, 2019 5:29 pm People may be playing a scenario which does not have the silo script,
You should check that it exists before trying to call it:
Code: Select all
if not remote.interfaces["silo_script"] then return end
Search found 241 matches
- Tue Jan 08, 2019 7:34 pm
- Forum: Modding help
- Topic: silo_script causing server problems?
- Replies: 4
- Views: 2645
Re: silo_script causing server problems?
- Tue Jan 08, 2019 4:59 pm
- Forum: Modding help
- Topic: silo_script causing server problems?
- Replies: 4
- Views: 2645
Re: silo_script causing server problems?
I'am one of the persons getting the silo_script errors. Happens on diffrent "triggers".
1.) When launcing an empty rocket.
2.) When researching the research of the Mod, you need to Research Satallite-tracking, when that is complete. I also get an Silo_script error. And put me back to main menu of ...
1.) When launcing an empty rocket.
2.) When researching the research of the Mod, you need to Research Satallite-tracking, when that is complete. I also get an Silo_script error. And put me back to main menu of ...
- Sun Mar 25, 2018 3:01 pm
- Forum: Not a bug
- Topic: [16.35] intel_do_flush_locked failed: No space left on...
- Replies: 12
- Views: 4624
Re: [16.35] intel_do_flush_locked failed: No space left on...
Check if your computer has enough disk space to save your game."No space left on device"
Tought that a few version back there was a change that they solved crashing when saving game, while computer had no diskspace. I guess there still an misstake there in the code.
- Thu Dec 21, 2017 10:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [togos] [for 0.17] [0.16.4] "Enemy Bases" settings effect no changes
- Replies: 18
- Views: 12265
Re: [16.4] "Enemy Bases" settings effect no changes
This is also related: viewtopic.php?f=23&t=55113
- Thu Dec 21, 2017 10:36 pm
- Forum: Not a bug
- Topic: [0.16.4] Enemy bases sizes are unintuitively related to generation settings
- Replies: 4
- Views: 8552
Re: [0.16.4] Enemy bases sizes are unintuitively related to generation settings
The bug, IMNSHO, is that enemy bases are basically "enemy ore patches". Which feels just completely wrong. My current map (attempt): I set enemy bases to very low in all three settings. Get *YUUUUGE* ;-) bases farther away from start area. And I mean huge, never seen these in 0.15 or before. One is ...
- Sun Dec 17, 2017 11:06 am
- Forum: Not a bug
- Topic: [0.16.4] Enemy bases sizes are unintuitively related to generation settings
- Replies: 4
- Views: 8552
[0.16.4] Enemy bases sizes are unintuitively related to generation settings
When putting enemy bases to to frequency "Very High" and size to "Very Big" the enemy bases are small.
if you put it to "Normal and Very Big" the bases are getting bigger, but less bases.
if you put it to "Very Low and Very Big" the bases are again getting bigger. but less bases.
Seems like, the ...
if you put it to "Normal and Very Big" the bases are getting bigger, but less bases.
if you put it to "Very Low and Very Big" the bases are again getting bigger. but less bases.
Seems like, the ...
- Thu Dec 14, 2017 5:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [16.2] can't configure combinators with disable_recipe_groups
- Replies: 4
- Views: 3915
Re: [kovarex] [16.2] can't configure combinators with disable_recipe_groups
P.S. There is this feature where it remembers the last active Group, we might consider to make an option to disable this feature if some people find it too annoying.
https://forums.factorio.com/viewtopic.php?f=23&t=54638&p=322533#p322533
If this option to disable the feature would be active ...
- Thu Dec 14, 2017 5:38 pm
- Forum: Not a bug
- Topic: Crafting categories.
- Replies: 8
- Views: 4322
Re: Crafting categories.
The only reason why i use those two option is, that i can search fast.
This poster of this post had explained it very well.
https://forums.factorio.com/viewtopic.php?f=30&t=54728
I'd be okay with just living with recipe groups except that with them ctrl-F to find things is by my lights broken ...
This poster of this post had explained it very well.
https://forums.factorio.com/viewtopic.php?f=30&t=54728
I'd be okay with just living with recipe groups except that with them ctrl-F to find things is by my lights broken ...
- Wed Dec 13, 2017 9:36 pm
- Forum: Not a bug
- Topic: Crafting categories.
- Replies: 8
- Views: 4322
Re: Crafting categories.
Its quite annoying that those options where removed.
Its the only setting i usally change, with lots of mods i find it easer to use the search bar on top to find an item.
Hopefully they consider placing back the option.
...It can still be done through the config file or lua commands.
Already ...
Its the only setting i usally change, with lots of mods i find it easer to use the search bar on top to find an item.
Hopefully they consider placing back the option.
...It can still be done through the config file or lua commands.
Already ...
- Wed Dec 13, 2017 9:25 pm
- Forum: Not a bug
- Topic: Crafting categories.
- Replies: 8
- Views: 4322
Re: Crafting categories.
Its quite annoying that those options where removed.
Its the only setting i usally change, with lots of mods i find it easer to use the search bar on top to find an item.
Hopefully they consider placing back the option.
Its the only setting i usally change, with lots of mods i find it easer to use the search bar on top to find an item.
Hopefully they consider placing back the option.
- Sun Oct 01, 2017 7:47 am
- Forum: Releases
- Topic: Version 0.15.35
- Replies: 6
- Views: 15607
Re: Version 0.15.35
Tnx for the update!
- Sat Aug 05, 2017 8:17 am
- Forum: Pending
- Topic: [posila] [0.15.31] Desync report
- Replies: 2
- Views: 1891
Re: [posila] [0.15.31] Desync report
When it happend, a other user desynced at the same time, about 12users where online. I only desynced one time.
I don't have a copy of the map, and the redmew server already changed maps a few times.
Maybe the server owner still has some logs.
I cannot provide more information, i am sorry.
I don't have a copy of the map, and the redmew server already changed maps a few times.
Maybe the server owner still has some logs.
I cannot provide more information, i am sorry.
- Wed Aug 02, 2017 11:15 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [for 0.16] [0.15.31] Blueprint emptied when no icons specified
- Replies: 4
- Views: 4064
Re: [0.15.31] Blueprint emptied when no icons specified
The user should not be able to change it Nothing it that case. or at least get a notice that it would destroy the content of the blueprint.kovarex wrote:It is not a bug, non empty blueprint needs to have at least one icon defined.
- Wed Aug 02, 2017 8:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [for 0.16] [0.15.31] Modules in becons not shown in blueprints
- Replies: 5
- Views: 5256
- Mon Jul 31, 2017 8:03 pm
- Forum: Pending
- Topic: [posila] [0.15.31] Desync report
- Replies: 2
- Views: 1891
[posila] [0.15.31] Desync report
Just joint multiplayer server (redmew) and within 1min a desync. I was standing still al the time.
Attached the log, the desync upload is still underway. Will add that to this post asap
edit-
here is the report.
https://drive.google.com/file/d/0B5J8wu ... sp=sharing
Attached the log, the desync upload is still underway. Will add that to this post asap
edit-
here is the report.
https://drive.google.com/file/d/0B5J8wu ... sp=sharing
- Sat Jul 29, 2017 11:24 am
- Forum: Not a bug
- Topic: [0.15.31] Newly downloaded mods not visible
- Replies: 4
- Views: 2559
Re: [0.15.31] Newly downloaded mods not visible
You have the game set to 'automatically enable mods'. As I mentioned in the initial bug report I have that setting disabled, because I don't want always want to enable all the mods I download. Hence the game doesn't need to restart automatically. But this bug means I need to restart the game ...
- Sat Jul 29, 2017 11:05 am
- Forum: Not a bug
- Topic: [0.15.31] Newly downloaded mods not visible
- Replies: 4
- Views: 2559
Re: [0.15.31] Newly downloaded mods not visible
When i download mods, and install them, and i press back to go to the mod page, the game restarts automaticly.
There only visable on a restart of factorio.
What do you do after installing a mod? Do you press back, or do you Esc, or press q or? Because your game should automaticly restart.
There only visable on a restart of factorio.
What do you do after installing a mod? Do you press back, or do you Esc, or press q or? Because your game should automaticly restart.
- Sat Jul 29, 2017 10:51 am
- Forum: Ideas and Suggestions
- Topic: Suggested tweaks to placing blueprints with circuit newtorks
- Replies: 2
- Views: 1903
Re: Suggested tweaks to placing blueprints with circuit newtorks
Place the following blueprint, allow it to be built, rotate the blueprint and try to place it again, lining up the assembly machines.
0eNp9kNEKwjAMRf8lzy3Yue2hvyIiWxdmoE1L24lj9N9dJ4gg+BRuuDm5yQajXTBE4gx6AzKeE+jLBolmHmzt5TUgaKCMDgTw4KoaUkI3WuJZusHciVGeoQggnvAJWpWrAORMmfDNO8R648WNGHfDh ...
- Sat Jul 29, 2017 12:31 am
- Forum: Not a bug
- Topic: [0.15.31] Pump glitch
- Replies: 4
- Views: 2641
Re: [0.15.31] Pump glitch
the 19k shown is19.999, your condition is, that the pump is only active when less then 20k.
because of the rouding error in factorio, 19.999 is shown as 19k
you can fix the visual apperiance for your self, to put the less condition on 20.001
and then you see the 20k
edit': corrected my text
because of the rouding error in factorio, 19.999 is shown as 19k
you can fix the visual apperiance for your self, to put the less condition on 20.001
and then you see the 20k
edit': corrected my text
- Fri Jul 28, 2017 6:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.30] Radar getting too weak on megabase
- Replies: 9
- Views: 5779
Re: [Rseding91] [0.15.30] Radar getting too weak on megabase
You are using the mod "Big Brother" that amplifies radars, maybe that is causing it?