Search found 14 matches
- Wed Mar 22, 2023 4:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.78] Crash when confirming patch notes
- Replies: 5
- Views: 1819
Re: [Donion] [1.1.78] Crash when confirming patch notes
Thank you, will do!
- Wed Mar 22, 2023 4:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.78] Crash when confirming patch notes
- Replies: 5
- Views: 1819
Re: [Donion] [1.1.78] Crash when confirming patch notes
{ "type": "factoriomod", "request": "launch", "name": "Factorio quick", "factorioArgs": ["--disable-audio", "--low-vram", "--graphics-quality very-low"], "modsPath": "C:\\Users\\joris\...
- Wed Mar 22, 2023 4:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.78] Crash when confirming patch notes
- Replies: 5
- Views: 1819
Re: [1.1.78] Crash when confirming patch notes
For some additional context: it does not seem to be related to the patch notes as it also crashes when I quickly click the patch notes away. It seems to be consistently crashing after a second or so.
- Wed Mar 22, 2023 3:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.78] Crash when confirming patch notes
- Replies: 5
- Views: 1819
[1.1.78] Crash when confirming patch notes
Opened the game through VS code to check the changes in my mod. I got the patch notes but when I click on the green button to go the the main menu the game crashed.
- Fri Mar 04, 2022 1:28 pm
- Forum: Not a bug
- Topic: [1.1.55] clear_cursor does not work in on_built_entity
- Replies: 1
- Views: 724
[1.1.55] clear_cursor does not work in on_built_entity
Using this code script.on_event(defines.events.on_built_entity, function(event) local player = game.get_player(event.player_index) game.print("Cleared cursor: " .. tostring(player.clear_cursor())) end) I would expect the stack to be removed from the cursor when placing an entity (such as r...
- Tue Jul 17, 2018 5:38 pm
- Forum: Modding help
- Topic: Revert event
- Replies: 1
- Views: 823
Revert event
Is it possible to cancel or revert a triggered event? Im trying to create a mod where instead of picking up a building it gets marked for deconstruction. Marking isn't that difficult but not having the building deconstructed a lot more. I tried to respawn a copy of the building but then the player s...
- Tue Jul 17, 2018 2:43 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.16.51 creating a ghost with mod causes an appcrash
- Replies: 4
- Views: 3326
Re: 0.16.51 creating a ghost with mod causes an appcrash
I tried to make the normal building work like shift clicking but then found out the shift clicking now crashed the game xD. If there is a cleaner way to do this please tell me!
- Tue Jul 17, 2018 2:21 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.16.51 creating a ghost with mod causes an appcrash
- Replies: 4
- Views: 3326
0.16.51 creating a ghost with mod causes an appcrash
Shift clicking (creating a ghost) with this piece of code causes an appcrash. It has probably something to do with creating a ghost where there is already one or trying to destroy a ghost because the normal click works without any problems. This piece of code causes the crash: script.on_event(define...
- Mon Dec 18, 2017 11:57 am
- Forum: Duplicates
- Topic: [0.16.5] Crash when connecting power poles
- Replies: 3
- Views: 1160
Re: [0.16.5] Crash when connecting power poles
never mind I fixed it myself!
If anyone has the same problem: Remove all the power poles and then replace them. (I did it with substations)
If anyone has the same problem: Remove all the power poles and then replace them. (I did it with substations)
- Mon Dec 18, 2017 11:50 am
- Forum: Duplicates
- Topic: [0.16.5] Crash when connecting power poles
- Replies: 3
- Views: 1160
Re: [0.16.5] Crash when connecting power poles
Awesome, but it's seems to happen every time i try to connect the power, do I have to ignore that part of my base until the next patch or is there a fix?
- Mon Dec 18, 2017 11:43 am
- Forum: Duplicates
- Topic: [0.16.5] Crash when connecting power poles
- Replies: 3
- Views: 1160
[0.16.5] Crash when connecting power poles
When I try to connect the power to the smelters the game crashes. It's has a 100 % reproduction rate.
How to reproduce:
Join the save file and connect the power poles with a medium pole.
The power got disconnected when I removed some poles with deconstruction planner
How to reproduce:
Join the save file and connect the power poles with a medium pole.
The power got disconnected when I removed some poles with deconstruction planner
- Wed Dec 13, 2017 9:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.16.0] My mod crashed the game
- Replies: 4
- Views: 2943
Re: [posila][0.16.0] My mod crashed the game
Wow thats fast! Thanks for fixing
- Wed Dec 13, 2017 9:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.16.0] My mod crashed the game
- Replies: 4
- Views: 2943
Re: [posila][0.16.0] My mod crashed the game
here you go
- Wed Dec 13, 2017 9:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.16.0] My mod crashed the game
- Replies: 4
- Views: 2943
[posila][0.16.0] My mod crashed the game
I tried to create my own mod and the game crashed when I tried to place the logistic spawner (it's called logi-worker-spawner ingame)