Search found 124 matches
- Mon Jan 18, 2021 9:19 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.12] Drag reversing adds unexpected undergrounds
- Replies: 2
- Views: 451
Re: [kovarex] [1.1.12] Drag reversing adds unexpected undergrounds
With "https://mods.factorio.com/mod/PickerBeltTools" you can press ALT+R to reverse a belt end-to-end
- Tue Dec 29, 2020 8:50 am
- Forum: Mods
- Topic: Industrial Revolution 2 (2.0.1) biters stop attacking player after using Transmat
- Replies: 1
- Views: 177
Industrial Revolution 2 (2.0.1) biters stop attacking player after using Transmat
After using the "transmat" something is changed in the game and the biters will no longer attack the player.
They will attack a Spidertron, and any car/tank that crashes into them, but if a player shoots the biters they run away.
They will attack a Spidertron, and any car/tank that crashes into them, but if a player shoots the biters they run away.
- Thu Dec 24, 2020 2:45 pm
- Forum: Mods
- Topic: Industrial Revolution 2 (2.0.0) crashed on_player_flushed_fluid
- Replies: 18
- Views: 1675
Industrial Revolution 2 (2.0.0) crashed on_player_flushed_fluid
Sorry I have no way to report a bug via the mod portal or PM to deadlock. 14358.185 Error MainLoop.cpp:1281: Exception at tick 4281521: The mod Industrial Revolution 2 (2.0.0) caused a non-recoverable error. Please report this error to the mod author. Error while running event IndustrialRevolution::...
- Thu Nov 26, 2020 8:50 pm
- Forum: Duplicates
- Topic: [posila] [1.1.1] Crash because of undo
- Replies: 2
- Views: 233
Re: [1.1.1] Crash because of undo
Something similar happened on our server. 23265.578 Error CrashHandler.cpp:621: Received SIGSEGV 23274.180 Warning Logger.cpp:526: Symbols.size() == 42, usedSize == 26 Factorio crashed. Generating symbolized stacktrace, please wait ... Raw stacktrace: 0xb1aec5, 0xd4b635, 0xd4bcc1, 0xd4bd79, 0x3b8f0,...
- Wed Nov 25, 2020 12:22 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 737
- Views: 85777
Re: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
If you have a working solution .. raise a PR at https://github.com/shanemadden/factorio ... es-loaders then its up to Shane to merge it.
- Fri Sep 18, 2020 9:51 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Free service to run your server: Factorio Zone
- Replies: 156
- Views: 50117
- Fri Sep 18, 2020 9:27 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Free service to run your server: Factorio Zone
- Replies: 156
- Views: 50117
Re: Free service to run your server: Factorio Zone
I was looking to get the server listed on the MP server listing. Without a valid user/token it will not register. 136.032 Info AuthServerConnector.cpp:18: Failed to reach auth server: code(520) message(Failed to connect to auth.factorio.com port 443: Connection timed out) 136.033 Error ServerMultipl...
- Fri Sep 18, 2020 9:14 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Free service to run your server: Factorio Zone
- Replies: 156
- Views: 50117
Re: Free service to run your server: Factorio Zone
Anyway we can get access to edit "server-settings.json" so we can add/edit the username & token fields ?
- Tue Sep 01, 2020 8:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.0.0] Error with /permissions get-player-group username
- Replies: 1
- Views: 617
[Rseding91] [1.0.0] Error with /permissions get-player-group username
When running the command /permissions get-player-group billbo99 I get this error message Unknown key: "player-is-in-group" I can find the key in "data\core\locale\en\core.cfg" So my assumption is that in the code the localazised_name was incorrectly declared {player-is-in-group} ...
- Fri Aug 28, 2020 10:14 am
- Forum: Implemented mod requests
- Topic: New EVENT request .. on_spidertron_command_completed
- Replies: 2
- Views: 219
New EVENT request .. on_spidertron_command_completed
Can we please have an event raised when spidertron has completed its assigned command to go to a location? Similar to ... https://lua-api.factorio.com/latest/events.html#on_ai_command_completed That way we could create a mod to enable spidertron's to patrol between various waypoints. As it completes...
- Thu Aug 20, 2020 8:19 am
- Forum: Implemented mod requests
- Topic: Spidertron burner.inventory showing as invalid
- Replies: 1
- Views: 166
Spidertron burner.inventory showing as invalid
Dev Team, Some mods have come out for Spidertron .. one being `https://mods.factorio.com/mod/Insectitron` .. that allows the modified spidertron to need a fuel source. From control.lua when looking at these entities you can see that the burner property exists .. entity.burner .. however the .. entit...
- Tue Aug 18, 2020 9:31 pm
- Forum: Implemented mod requests
- Topic: [1.0.0] Spidertron missing prototype data
- Replies: 3
- Views: 248
Re: [1.0.0] Spidertron missing prototype data
many thanks
- Sun Aug 16, 2020 8:48 am
- Forum: Mods
- Topic: [MOD 0.13] Water Well - pump water from the underground
- Replies: 118
- Views: 57285
- Sat Aug 15, 2020 10:32 am
- Forum: Implemented mod requests
- Topic: [1.0.0] Spidertron missing prototype data
- Replies: 3
- Views: 248
[1.0.0] Spidertron missing prototype data
I was looking to query Spidertron from LUA during the control.lua phase and found there is no property .guns available. If I look at `game.entity_prototypes["tank"].guns` I can see all 3x weapons available in a tank. Under `game.entity_prototypes["spidertron"]` there is no proper...
- Fri Aug 14, 2020 12:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Spidertron does not show entity.speed
- Replies: 4
- Views: 653
[1.0.0] Spidertron does not show entity.speed
Its possible to look at the speed of cars / tanks using the LuaEntity property .speed ... with Spiderton this value is not exposed.
- Fri Aug 14, 2020 12:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Spidertron defines.inventory.xxx missing
- Replies: 1
- Views: 336
[1.0.0] Spidertron defines.inventory.xxx missing
There are no defines documented in the API site for Spidertron .. https://lua-api.factorio.com/latest/def ... .inventory
Bilka said to log it here ... currently defines.inventory.car_trunk appears to be working.
Bilka said to log it here ... currently defines.inventory.car_trunk appears to be working.
- Tue Aug 11, 2020 11:25 am
- Forum: Ideas and Suggestions
- Topic: Feature Request - RSS Data on Mod Portal
- Replies: 24
- Views: 921
Re: Feature Request - RSS Data on Mod Portal
Is there something missing in the mod portal's api? https://mods.factorio.com/api/mods?page_size=10&version=1.0 I looked at the wiki for the documentation on this API. https://wiki.factorio.com/Mod_portal_API The documentation only shows that "page / page_size / namelist" are fields t...
- Thu Aug 06, 2020 7:19 pm
- Forum: Duplicates
- Topic: [0.18.X] Massive FPS drop when locomotive UI is open riding a train in a large ribbon world
- Replies: 9
- Views: 725
Re: [0.18.X] Massive FPS drop when locomotive UI is open riding a train in a large ribbon world
yup same server.
Placing 10-20 rails anywhere on the map was causing update to jump to 20+
Placing 10-20 rails anywhere on the map was causing update to jump to 20+
- Thu Aug 06, 2020 7:08 pm
- Forum: Duplicates
- Topic: [0.18.X] Massive FPS drop when locomotive UI is open riding a train in a large ribbon world
- Replies: 9
- Views: 725
Re: [0.18.X] Massive FPS drop when locomotive UI is open riding a train in a large ribbon world
I did a performance grab using Visual Studio attached is the Hot Path.
stuff
- Thu Aug 06, 2020 7:06 pm
- Forum: Duplicates
- Topic: [0.18.X] Massive FPS drop when locomotive UI is open riding a train in a large ribbon world
- Replies: 9
- Views: 725
Re: [0.18.X] Massive FPS drop when locomotive UI is open riding a train in a large ribbon world
On the multi-player server when someone is laying rail tracks the update count goes into the 20+. When they stop update count drops back to 6-8.