Search found 16 matches
- Tue Nov 21, 2023 6:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Crash loading save "ElectricNetwork.cpp:526: Missing statistics."
- Replies: 6
- Views: 989
- Sun Oct 29, 2023 11:00 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Crash loading save "ElectricNetwork.cpp:526: Missing statistics."
- Replies: 6
- Views: 989
Re: [1.1.94] Crash loading save "ElectricNetwork.cpp:526: Missing statistics."
Thanks. I ran the memtest program and it passed. I haven't noticed any other issues with my PC. Its on most days when working from home, and I have been mainly playing Factorio SE and Starfield without issue the last couple of months. Is there any way I can recover the saves or are they lost? Its my...
- Sat Oct 28, 2023 5:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Crash loading save "ElectricNetwork.cpp:526: Missing statistics."
- Replies: 6
- Views: 989
Re: [1.1.94] Crash loading save "ElectricNetwork.cpp:526: Missing statistics."
Apologies. Links below: manual save: https://drive.google.com/file/d/1Z8YHf_bx3WXcfyM7nZoJtUzTfjoG2qCx/view?usp=drive_link autosave1: https://drive.google.com/file/d/1nYNwnebtcxfBfW3jytQe0aSTI2thIoh1/view?usp=drive_link autosave2: https://drive.google.com/file/d/12PPkO01Ta_AOQ_kRPysTnYKgcWk5UFRo/vie...
- Sat Oct 28, 2023 4:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Crash loading save "ElectricNetwork.cpp:526: Missing statistics."
- Replies: 6
- Views: 989
[1.1.94] Crash loading save "ElectricNetwork.cpp:526: Missing statistics."
Hello, I am playing a modded game with Space Exploration and some simple QOL mods. I am 175 hours in and today my game crashed when I tried to open an autosave. All my autosaves and my most recent manual save also crash when I load then. The manual save was made about 20 mins before i got the autosa...
- Sat Aug 26, 2023 6:50 pm
- Forum: Pending
- Topic: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
- Replies: 13
- Views: 5299
Re: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
Thankyou so much. These settings worked for me.
- Sat Oct 30, 2021 2:38 pm
- Forum: Modding help
- Topic: on_gui_opened Event
- Replies: 3
- Views: 1122
Re: on_gui_opened Event
Did some more testing on this. Only armor opened from the players main inventory or the armor currently worn will set the item in the on_gui_opened event. Any armor in a chest, car, tank, spidertron or inventory created on the game object (using create_inventory()) will not set the item in the on_gu...
- Sat Oct 30, 2021 10:03 am
- Forum: Modding help
- Topic: on_gui_opened Event
- Replies: 3
- Views: 1122
Re: on_gui_opened Event
That will return the LuaEquipmentGrid. Any way to find out which armor item the grid it is owned by?
- Fri Oct 29, 2021 4:50 pm
- Forum: Modding help
- Topic: on_gui_opened Event
- Replies: 3
- Views: 1122
on_gui_opened Event
I am listening to the on_gui_opened event in my control.lua and have some behaviour I do not understand. Some sample code below: script.on_event(defines.events.on_gui_opened, function(event) game.print("called on_gui_opened") game.print(event.item) game.print(event.gui_type) end) If I righ...
- Sun Oct 17, 2021 5:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.42] LuaItemStack - get_tile_filter issue
- Replies: 3
- Views: 2380
Re: [boskid][1.1.42] LuaItemStack - get_tile_filter issue
nice one. thanks for the explanation and the workaround!
- Sat Oct 16, 2021 6:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.42] LuaItemStack - get_tile_filter issue
- Replies: 3
- Views: 2380
[boskid][1.1.42] LuaItemStack - get_tile_filter issue
I am calling get_tile_filter on a deconstruction planner item stack and I always get a nil result even if the filter is set or not. If I call get_entity_filter on the same item stack it works as expected. I am not sure if I am using get_tile_filter wrong or not. sample code is below local player = g...
- Sat Oct 09, 2021 3:53 pm
- Forum: Outdated/Not implemented
- Topic: Storage Tank - Wireless Logistics
- Replies: 8
- Views: 2422
Re: Storage Tank - Wireless Logistics
Lamps and inserters don't have wireless connectivity in vanilla. The only "Wireless" information sharing is the contents of logistic chests that share their content information within their logistic network. It wouldn't make sense for a tank, because logistic robots can't carry fluids (I ...
- Sat Oct 09, 2021 1:13 pm
- Forum: Outdated/Not implemented
- Topic: Storage Tank - Wireless Logistics
- Replies: 8
- Views: 2422
Re: Storage Tank - Wireless Logistics
Does anything have a wireless connection to send data wireless? I only see cases where you can enable/disable based on signals received wireless. I don't think they do thinking about it. Maybe a new entity then 'logistic storage tank' that works like a logistic storage chest to share its contents o...
- Sat Oct 09, 2021 11:57 am
- Forum: Outdated/Not implemented
- Topic: Storage Tank - Wireless Logistics
- Replies: 8
- Views: 2422
Storage Tank - Wireless Logistics
Could the Storage Tank have a button to add it to the logistic network wirelessly to read the contents (kind of like the way you can add a lamp or inserter wirelessly)? Seems to be an entity that could benefit from this.
Cheers.
Cheers.
- Fri Mar 01, 2019 7:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.3] Train Wait Condition capped at 120s
- Replies: 3
- Views: 2818
Re: [0.17.3] Train Wait Condition capped at 120s
I have this issue too. Can't wait more than 120 seconds. Not sure if this is intentional or not, but seems a bit low.
- Thu Feb 28, 2019 2:36 pm
- Forum: Won't fix.
- Topic: [posila] [0.17.1] Flamethrower turret aiming incorrectly
- Replies: 48
- Views: 21596
Re: [posila] [0.17.1] Flamethrower turret aiming incorrectly
this is an interesting topic. i agree that adding logic to detect outer defense is OTT. Is aim leading really necessary? i thought the fact that flame turrets were slightly behind the first biter(s) were to balance them out. if they can predict where biters are going to be then is this too overpower...
- Tue Feb 26, 2019 7:59 pm
- Forum: Won't fix.
- Topic: [posila] [0.17.1] Flamethrower turret aiming incorrectly
- Replies: 48
- Views: 21596
Re: [0.17.0] Flamethrower aiming bug. VERY SERIOUS ISSUE. Any base, defended with wall with flamethrowers is unplayable!
Just about to post the same issue. There is a new feature for predictive aiming for the flame turret (see patch notes). Seems to be a bit out of sync though.