Used deconstruction planner tool on a structure with a large inventory and the game crashes to desktop.
Move to the "Nauvis Orbit" surface and attempt to deconstruct the warehouse full of items. Game instantly crashes. This is in single player or in multiplayer as a member (not host).
Search found 96 matches
- Tue Oct 26, 2021 8:16 pm
- Forum: Duplicates
- Topic: [1.1.43] Thread exception: double value not in range for fixed point number
- Replies: 5
- Views: 1900
- Fri Aug 30, 2019 3:48 pm
- Forum: 1 / 0 magic
- Topic: [0.17.66] Crash into system freeze
- Replies: 8
- Views: 2446
Re: [0.17.66] Total system freeze (after autosave?)
SIGSEGV segmentation fault. Bad pointer or out of bounds array. It looks like it was doing something with blueprints when it hit that error.
- Sun Aug 18, 2019 3:32 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.66] Potential issue with implementation of back_patch and front_patch to loader prototype?
- Replies: 3
- Views: 2877
Re: [0.17.66] Potential issue with implementation of back_patch and front_patch to loader prototype?
Make sure the sprite sheet sheets are correct, and make sure the layer being defined is the right one. I wrote this support, and I tested it by directly copying the `structure` property from the underground belt onto the loader. Also make sure you set the structures render layer to transport belt. F...
- Sat Aug 17, 2019 11:33 pm
- Forum: 1 / 0 magic
- Topic: [0.17.66] - Crash during autosave
- Replies: 6
- Views: 2464
Re: [0.17.66] - Crash during autosave
c:\cygwin64\tmp\factorio-build-3kglwi\src\energy\electricenergysource.cpp (647): ElectricEnergySource::getElectricEnergySourcePrototype c:\cygwin64\tmp\factorio-build-3kglwi\src\energy\electricsubnetwork.cpp (247): ElectricSubNetwork::save c:\cygwin64\tmp\factorio-build-3kglwi\src\energy\electricne...
- Sat Aug 17, 2019 12:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.65] Underground pipes of different length issue+crash [mods]
- Replies: 7
- Views: 4321
Re: [Dominik][0.17.65] Underground pipes of different length issue+crash [mods]
Yeah, pipes don't work like that....it's only working because of odd checks by the long pipes based on which side you start with.
- Sat Aug 17, 2019 6:47 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.65] Underground pipes of different length issue+crash [mods]
- Replies: 7
- Views: 4321
Re: [0.17.65] Underground pipes of different length issue+crash [mods]
Oh man. Total power move. Well played.
- Sat Aug 17, 2019 1:14 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.65] Underground pipes of different length issue+crash [mods]
- Replies: 7
- Views: 4321
Re: [0.17.65] Underground pipes of different length issue+crash [mods]
This was able to be done under the old system, too. Here's an example of tri layer. https://www.reddit.com/r/factorio/comme ... _give_you/
- Sat Aug 17, 2019 1:08 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.66] Fluid mixing by rotating underground pump [mods]
- Replies: 8
- Views: 4300
Re: [0.17.66] Fluid mixing by rotating underground pump [mods]
Oh man, my mod again...
- Wed Aug 14, 2019 4:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [0.17.62] Fluid mixing when building underground pipe
- Replies: 13
- Views: 8100
Re: [Dominik] [0.17.62] Fluid mixing when building underground pipe
This mod has been the bane of the fluid system since 0.17 launch lol.
- Sat Aug 10, 2019 1:53 pm
- Forum: Won't implement
- Topic: Fluid box index on assembling machines
- Replies: 9
- Views: 3133
Re: Fluid box index on assembling machines
Yes that's a thing. I have a pipe in my mod that uses this.
- Sat Aug 10, 2019 4:05 am
- Forum: Won't implement
- Topic: Fluid box index on assembling machines
- Replies: 9
- Views: 3133
Re: Fluid box index on assembling machines
Isn't there recipe groups? Just use a group to lock the crafting machine to so this won't happen.
- Sat Aug 10, 2019 12:45 am
- Forum: Modding interface requests
- Topic: Block map opening
- Replies: 5
- Views: 1840
Re: Block map opening
Isn't there a permission group to disable this?
- Fri Aug 09, 2019 11:42 pm
- Forum: Won't implement
- Topic: Fluid box index on assembling machines
- Replies: 9
- Views: 3133
Re: Fluid box index on assembling machines
Doesn't fluid box index technically associate with definition order?
- Wed Aug 07, 2019 4:29 pm
- Forum: Minor issues
- Topic: [kovarex] [0.17.1] Item jumping forward on belt.
- Replies: 13
- Views: 7046
Re: [0.17.1] Item jumping forward on belt.
It's literally jumping the gap
- Wed Aug 07, 2019 3:10 pm
- Forum: Minor issues
- Topic: [kovarex] [0.17.1] Item jumping forward on belt.
- Replies: 13
- Views: 7046
Re: [0.17.1] Item jumping forward on belt.
Looks like the transport lines end at the edge of the tile. However, lines are slightly inset from the edge so they aren't directly at the drop point, so there's a gap. Just jumps that gap visually. A possible solution would be extending the transport lines out to meet the line it's dropping to if i...
- Thu Aug 01, 2019 12:36 pm
- Forum: Won't fix.
- Topic: [Dominik][0.17.59] Fluid mixing by game.merge_forces
- Replies: 32
- Views: 8833
- Thu Aug 01, 2019 12:20 pm
- Forum: Won't fix.
- Topic: [Dominik][0.17.59] Fluid mixing by game.merge_forces
- Replies: 32
- Views: 8833
Re: [Dominik][0.17.59] Fluid mixing by game.merge_forces
Ohhh damn that's right.
- Thu Aug 01, 2019 11:44 am
- Forum: Won't fix.
- Topic: [Dominik][0.17.59] Fluid mixing by game.merge_forces
- Replies: 32
- Views: 8833
Re: [Dominik][0.17.59] Fluid mixing by game.merge_forces
It's just pipe prototype manipulating to have less ports than before. It locks it down to very specific connection positions to deny connection in specific directions.
It was my other mod that caused all the bugs lol.
It was my other mod that caused all the bugs lol.
- Sun Jul 21, 2019 2:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.58] Mod changed fluid box connection points and CTD on load of existing map
- Replies: 2
- Views: 2413
Re: [0.17.58] Mod changed fluid box connection points and CTD on load of existing map
Modlist needed:
The attached mod
Angel's Petro Chemical Processing
The attached mod
Angel's Petro Chemical Processing
- Sun Jul 21, 2019 2:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.58] Mod changed fluid box connection points and CTD on load of existing map
- Replies: 2
- Views: 2413
[0.17.58] Mod changed fluid box connection points and CTD on load of existing map
Using the mod attached, load the map.
Map had pre-existing pipes in the world. Mod got updated with altered fluid boxes (The connection points were arbitrarily rotated around the entity in the prototype). Go to load map, CTD.
Map had pre-existing pipes in the world. Mod got updated with altered fluid boxes (The connection points were arbitrarily rotated around the entity in the prototype). Go to load map, CTD.