Search found 116 matches
- Mon Dec 02, 2019 2:03 pm
- Forum: Fan Art
- Topic: [Request] Science Beakers HD Wallpaper
- Replies: 0
- Views: 114
[Request] Science Beakers HD Wallpaper
Hi all, I was hoping that someone might have far superior skills than I and create a Science Beaker HD Wallpaper, or knows of where I can get one. I'm looking to "spice up" my work desktop background, to remind me of the grind and the sweet reward at the end of a deliciously difficult production cha...
- Fri Nov 08, 2019 3:50 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 191
- Views: 14632
Re: Friday Facts #320 - Color correction
FYI, the graphics on the FFF are confusing, as you would normally think that the LHS is old, and the RHS is new.
But it appears to be reversed - unless my eyes are really really playing tricks on me.
But it appears to be reversed - unless my eyes are really really playing tricks on me.
- Wed Aug 14, 2019 2:03 am
- Forum: Ideas and Suggestions
- Topic: [0.17] Reorganize Research Queue
- Replies: 31
- Views: 1421
- Thu Aug 08, 2019 3:56 am
- Forum: Pending
- Topic: [Rseding91] [0.17.63] Attempting to sweep SubSpritePool while sub sprites are still being used.
- Replies: 5
- Views: 252
Re: [Rseding91] [0.17.63] Attempting to sweep SubSpritePool while sub sprites are still being used.
It (semi) consistently crashes for me using the steps above.
I'll see if I can get it to crash on another machine.
I'll see if I can get it to crash on another machine.
- Thu Aug 08, 2019 1:09 am
- Forum: Pending
- Topic: [Rseding91] [0.17.63] Attempting to sweep SubSpritePool while sub sprites are still being used.
- Replies: 5
- Views: 252
Re: [Rseding91] [0.17.63] Attempting to sweep SubSpritePool while sub sprites are still being used.
1. Sync mods with attached save - steps require space exploration version 0.1.132 2. Load will fail as a Space Exploration entity (se-condenser-turbine) has overlapping fluidboxes. 3. DO NOT CLOSE THE GUI 4. Edit `prototypes/entity/condenser-turbine.lua` line 348 - modify to: { type="output", positi...
- Thu Aug 08, 2019 12:40 am
- Forum: Pending
- Topic: [Rseding91] [0.17.63] Attempting to sweep SubSpritePool while sub sprites are still being used.
- Replies: 5
- Views: 252
Re: [Rseding91] [0.17.63] Attempting to sweep SubSpritePool while sub sprites are still being used.
I've tried to replicate it using a different mod, and it's not ever happened again.
I will attempt to recreate the exact steps to make this happen.
I will attempt to recreate the exact steps to make this happen.
- Wed Aug 07, 2019 6:21 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.63][Modding][Minor] infinity-storage-chest "Request slot"
- Replies: 1
- Views: 364
[Twinsen] [0.17.63][Modding][Minor] infinity-storage-chest "Request slot"
Setting `logistic_mode` to `storage` on an `infinity-chest`modifies the GUI to include a Request tab. This is inconsistent with the standard storage chest which has a Logistics Filter slot. Vanilla: https://cdn.discordapp.com/attachments/198104144391700490/608545158178275334/unknown.png Modded: http...
- Wed Aug 07, 2019 4:01 am
- Forum: Pending
- Topic: [Rseding91] [0.17.63] Attempting to sweep SubSpritePool while sub sprites are still being used.
- Replies: 5
- Views: 252
[Rseding91] [0.17.63] Attempting to sweep SubSpritePool while sub sprites are still being used.
Troubleshooting a mod not starting the game. "Disable mods" GUI appears. Make minor changes in mod code. Select Restart Game Crashes out Mods to be disabled: • space-exploration • Squeak Through 301.241 Info AppManager.cpp:1211: Restarting Factorio 301.241 Restarting for reason other than update. Se...
- Mon Aug 05, 2019 1:20 pm
- Forum: Mod portal Discussion
- Topic: Deprecated mod appearing in search results
- Replies: 0
- Views: 102
Deprecated mod appearing in search results
Recently deprecated an old version of burner leech, originally by Klonan, as I overhauled how it worked and wanted to get rid of the "A16 Fix" part of the name. However, when searching for the replacement mod, the deprecated mod still appears in the listings. https://mods.factorio.com/query/burner-l...
- Mon Aug 05, 2019 11:26 am
- Forum: Modding interface requests
- Topic: Request: module_specification.allowed_module_categories
- Replies: 8
- Views: 434
Re: Request: module_specification.allowed_module_categories
As far as I can tell, that shouldn't interfere with the suggested changes.
- Mon Jul 29, 2019 5:01 am
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.17.59] Placing train shows power zones
- Replies: 12
- Views: 891
Re: [0.17.59] Placing train shows power zones
Possible *not-a-bug*.
Seeing trains are now blueprintable.
Seeing trains are now blueprintable.
- Sat Jul 27, 2019 10:19 am
- Forum: Ideas and Suggestions
- Topic: Options for Tree & Rock Generation
- Replies: 12
- Views: 695
Re: Options for Tree & Rock Generation
Go tell the mod maker.slippycheeze wrote: ↑Fri Jul 26, 2019 7:45 pmthe Bioluminescence entities are trees, shrubs, and reedsEnigmaticAussie wrote: ↑Fri Jul 26, 2019 11:25 amTrees and rocks are not decorative though, they are technically a resource.
This isn't a base issue.
Having options for spawning actual trees and rocks is.
- Fri Jul 26, 2019 1:30 pm
- Forum: Duplicates
- Topic: [0.17.59] Keyboard doesn't work in Load UI
- Replies: 2
- Views: 162
Re: [0.17.59] Keyboard doesn't work in Load UI
This is a duplicate of viewtopic.php?f=30&t=73671 and already resolved.
- Fri Jul 26, 2019 11:25 am
- Forum: Ideas and Suggestions
- Topic: Options for Tree & Rock Generation
- Replies: 12
- Views: 695
Re: Options for Tree & Rock Generation
Trees and rocks are not decorative though, they are technically a resource.
- Fri Jul 26, 2019 11:23 am
- Forum: Ideas and Suggestions
- Topic: in-game mod interface UX improvement: arrow keys and spacebar are usable to enable/disable installed mods
- Replies: 1
- Views: 56
- Fri Jul 26, 2019 4:58 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.59][Linux] Del key does not toggle mod deletion sometimes
- Replies: 2
- Views: 376
[0.17.59][Linux] Del key does not toggle mod deletion sometimes
Browse installed mods.
Use *del* key to mark/unmark for deletion.
Sometimes it works, sometimes not.
I tried clicking the mod - del key does not work
Using arrow keys to navigate to the same mod - del key works.
Use *del* key to mark/unmark for deletion.
Sometimes it works, sometimes not.
I tried clicking the mod - del key does not work
Using arrow keys to navigate to the same mod - del key works.
- Fri Jul 26, 2019 4:42 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.59][Linux] Crash while browsing modslist
- Replies: 1
- Views: 424
[0.17.59][Linux] Crash while browsing modslist
440.640 Error CrashHandler.cpp:595: Received SIGSEGV Factorio crashed. Generating symbolized stacktrace, please wait ... Raw stacktrace: 0xb212e8, 0xceaebd, 0xbaf7b8, 0xbafad8, 0xbafb39, 0x43f60, 0xba254, 0x635578, 0xb46118, 0xb46540, 0xd20e41, 0x145b322, 0x145bbde, 0x145c6dd, 0x146f438, 0x1407a9c, ...
- Thu Jul 25, 2019 12:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
- Replies: 18
- Views: 1250
Re: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
I don't mind the hard crash - but I can understand the logic behind not letting it happen.
Especially seeing as essentially it's a mod problem, not a core problem.
I'll have a think about some possible implementations of fixes for this and get back to you.
Especially seeing as essentially it's a mod problem, not a core problem.
I'll have a think about some possible implementations of fixes for this and get back to you.
- Thu Jul 25, 2019 1:01 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
- Replies: 18
- Views: 1250
Re: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
But for this case I think I will just prevent having any overlapping connections within one entity as a check in the prototype, which would give a warning into the log if that happens. I assume this means that it won't crash out, but rather just have a Warning ModManager.cpp: ... multiple connectio...
- Wed Jul 24, 2019 4:26 am
- Forum: Duplicates
- Topic: FluidSystem.cpp:243: this->blockedConnectionCount == blockedConnectionCounter was not true
- Replies: 1
- Views: 126
FluidSystem.cpp:243: this->blockedConnectionCount == blockedConnectionCounter was not true
I was troubleshooting a bug report for assembler-pipe-passthrough, and came across another CTD. Original save: https://mega.nz/#!eQcWHaCZ!Q1e3Qmdh4MKNipLceJ2IAmtHHmXovVCVjZJnlE-4xjY I loaded the save with a subset of the mods enabled: Angels Smelting Angels Refining Angels Petro Chem If I keep Picke...