Search found 27 matches
- Fri May 06, 2022 7:46 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.58] Crash from creating infinite recursive blueprint book from the inventory
- Replies: 2
- Views: 3133
- Thu May 05, 2022 9:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.58] Crash from creating infinite recursive blueprint book from the inventory
- Replies: 2
- Views: 3133
[boskid][1.1.58] Crash from creating infinite recursive blueprint book from the inventory
It's possible to cause the game to allocate as much ram as it can and then eventually crash by placing a blueprint inside a blueprint that is inside the first. To reproduce: Create two blueprint books. Drop them in the inventory. Right click the first one. Place the second book inside the first. Rig...
- Mon May 02, 2022 6:09 pm
- Forum: Releases
- Topic: Version 1.1.58
- Replies: 19
- Views: 17439
Re: Version 1.1.58
Finally! Thank you! You said this was difficult to fix so I'm wondering how you did it.FactorioBot wrote: βMon May 02, 2022 1:48 pm
- Fixed that cliff deconstruction wasn't issued when the corrected cliff collision box overlapped with ghost entities. (66400)
- Fri Aug 28, 2020 7:30 pm
- Forum: Won't fix.
- Topic: [0.18.26] Audio - Incorrect Vehicle Entry Sound in Map View
- Replies: 5
- Views: 3172
Re: [0.18.26] Audio - Incorrect Vehicle Entry Sound in Map View
Just noticed this today. Still happens in 1.0.0. It seems to happen whenever the vehicle is outside of audio range, which is almost to the edge of the screen at the farthest zoom level (before map mode takes over). So if the car is visible at the very edge, it'll also work.
- Sat Jul 18, 2020 3:44 am
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 61502
Re: Friday Facts #356 - Blueprint library for real
This is probably the greatest FFF of all. It's so nice to get out of burnout, and there's so many great blueprint improvements. What really stuck with me, though, is that a kid just gave a suggestion about his favorite game and had his own dad add it more or less immediately. Living in a world where...
- Mon Jul 06, 2020 10:12 pm
- Forum: Releases
- Topic: Version 0.18.35
- Replies: 15
- Views: 16328
Re: Version 0.18.35
Slow day I guess. Power switch looks nice.
- Tue Mar 03, 2020 7:00 pm
- Forum: Releases
- Topic: Version 0.18.10
- Replies: 16
- Views: 16532
Re: Version 0.18.10
Added optional parameters daytime and water_tick to LuaGameScript::take_screenshot() function. Lua api: daytime :: double (optional): Overrides current surface daytime for duration of screenshot rendering. So we can take screenshots with day lighting when it's night? This seems like it would be use...
- Tue Sep 03, 2019 6:47 pm
- Forum: Releases
- Topic: Version 0.17.67
- Replies: 28
- Views: 20117
Re: Version 0.17.67
FFS I think you were done with big changes and focusing on bug fixing/HD texture ? Seriously, why the camera ??? It's the most important thing in the game and you just broke it. It's the first time I'm seriously pissed about an update. How can something that you don't encounter in the default game ...
- Sat Jun 08, 2019 9:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Game crash during KoS MMO event
- Replies: 11
- Views: 3479
Re: Game crash during KoS MMO event
Edit: second crash (which also crashed on server)
- Fri May 03, 2019 9:34 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 61363
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
It sounds like what you are looking for is a noclip documentary, like Astroneer's (but hopefully not as sad). I don't know how they decide which games to cover or if they have time, but you could probably contact them to see. You should reach out to the game-related sites of course, like Kotaku, Eur...
- Fri Apr 12, 2019 1:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.29] Game crashed while trying to make a blueprint
- Replies: 23
- Views: 11322
Re: [0.17.29] Game crashed while trying to make a blueprint
Easy reproduction: Open blueprint library. Hover over blueprint book that is in the library. I get the same behavior. It seems to happen when showing the tooltip, since if you have tooltip delay, you can briefly mouse over the blueprint without it crashing. This also happens when a library blueprin...
- Mon Apr 08, 2019 10:58 pm
- Forum: Duplicates
- Topic: [0.17.17] Possible problem with temporary train stops and migrating saves
- Replies: 1
- Views: 1091
Re: [0.17.17] Possible problem with temporary train stops and migrating saves
69170
I believe this is the same issue, which means it is probably fixed now. I'll update this or make a new report if it happens again.
I believe this is the same issue, which means it is probably fixed now. I'll update this or make a new report if it happens again.
- Mon Mar 25, 2019 9:09 am
- Forum: Duplicates
- Topic: [0.17.16] Cliff Explosives not placed correctly by blueprint
- Replies: 1
- Views: 1338
Re: [0.17.16] Cliff Explosives not placed correctly by blueprint
I have this in 0.17.17. There used to be a cliff below this cliff that a bot blew up. Replacing the ghost will mark the cliff for deconstruction. I think the cliff hitbox might be changing when its neighbors get destroyed.
- Sat Mar 23, 2019 6:48 am
- Forum: Duplicates
- Topic: [0.17.17] Possible problem with temporary train stops and migrating saves
- Replies: 1
- Views: 1091
[0.17.17] Possible problem with temporary train stops and migrating saves
So the last two times I updated, I think from 15 to 16 and 16 to 17, I've had trains with temporary stops lying around. I set them to wait for passenger, but it seems like this problem just depends on the temporary stop existing. When the save gets migrated to the new version, it seems to give the t...
- Mon Mar 18, 2019 10:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.15] Hand gets stuck in quickbar when there are no items left
- Replies: 2
- Views: 1279
Re: [0.17.15] Hand gets stuck in quickbar when there are no items left
Almost certainly caused by the fix for this: 67192, "Fixed that the Q that cancels wire dragging also removed the hand from the quickbar." in the changelog.
- Mon Mar 18, 2019 9:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.15] Hand gets stuck in quickbar when there are no items left
- Replies: 2
- Views: 1279
[0.17.15] Hand gets stuck in quickbar when there are no items left
Video: https://i.imgur.com/fqnGdIl.mp4 If you click a reserved spot in your hotbar (with "Pick a ghost item if no items available" on), and then press Q or click the spot again, the hand will get stuck there and you can't pick the item again until you select something else. To reproduce: E...
- Mon Mar 11, 2019 9:28 pm
- Forum: Duplicates
- Topic: [0.17.10] Blueprint GUI not exiting after being deleted from toolbar
- Replies: 4
- Views: 1536
Re: [0.17.10] Blueprint GUI not exiting after being deleted from toolbar
Whelp that was fast. Fixed in 0.17.11 for me at least.
- Mon Mar 11, 2019 8:47 pm
- Forum: Duplicates
- Topic: [0.17.10] Blueprint GUI not exiting after being deleted from toolbar
- Replies: 4
- Views: 1536
Re: [0.17.10] Blueprint GUI not exiting after being deleted from toolbar
Related to https://forums.factorio.com/viewtopic.php?f=7&t=67442 I also had this happen. It just froze the game (after about a minute I got a button press noise, although nothing happened). Log attached, but doesn't look like it has anything useful. I tried it again and turns out pushing esc to ...
- Wed Oct 24, 2018 8:02 am
- Forum: Won't fix.
- Topic: [0.16.51] Train stops slightly in front of station under certain conditions
- Replies: 7
- Views: 3532
Re: [0.16.51] Train stops slightly in front of station under certain conditions
Okay, so I was looking at old stuff from well-known Factorian arrow in my gluteus, and found this video which takes advantage of this behavior: Grid station for ethereal trains Circuit details Basically, with certain circuit work, it allows trains to stop at any point on straight rail with more flex...
- Sun Oct 14, 2018 4:28 pm
- Forum: Won't fix.
- Topic: [0.16.51] Train stops slightly in front of station under certain conditions
- Replies: 7
- Views: 3532
Re: [0.16.51] Train stops slightly in front of station under certain conditions
I would assume the train stops because the pathfinder can't find a valid path anymore, since you disabled the train's only destination. The train in the example always has its first stop enabled. Only the second stop is disabled. It stops there because it considers this position as a valid position...