Search found 96 matches

by Staplergun
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

[1.1.43] Thread exception: double value not in range for fixed point number

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).
by Staplergun
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.
by Staplergun
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...
by Staplergun
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...
by Staplergun
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.
by Staplergun
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.
by Staplergun
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.
by Staplergun
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.
by Staplergun
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?
by Staplergun
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?
by Staplergun
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
by Staplergun
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...
by Staplergun
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.
by Staplergun
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.
by Staplergun
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.

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