Search found 54 matches

by barbary
Tue Oct 04, 2022 8:45 pm
Forum: Minor issues
Topic: [0.17.50] Game locks w/ black screen, 100% cpu after 3 autosaves
Replies: 9
Views: 6072

Re: [0.17.50] Game locks w/ black screen, 100% cpu after 3 autosaves

Create a new empty freeplay game. Open the console and enter /editor. You need to do this twice (the 1st time is rejected to tell you're disabling achievements for this save). In editor mode, you have a new menu. Choose the "Surface" category. In that category, there is the button "I...
by barbary
Thu Sep 29, 2022 12:37 pm
Forum: Minor issues
Topic: [0.17.50] Game locks w/ black screen, 100% cpu after 3 autosaves
Replies: 9
Views: 6072

Re: [0.17.50] Game locks w/ black screen, 100% cpu after 3 autosaves

I think I am having the same problem reported here https://forums.factorio.com/viewtopic.php?f=47&t=103019 but I can find no work around that fix's this for me. The work around in this page talks about "import into the editor" is this the "Convert Save" feature? I can't find ...
by barbary
Sat Jul 30, 2022 1:31 pm
Forum: Duplicates
Topic: [1.1.63] Parts of the game stop running and the console history appears, radar coverage is inverted.
Replies: 0
Views: 1582

[1.1.63] Parts of the game stop running and the console history appears, radar coverage is inverted.

Note this bug has been discussed here https://www.reddit.com/r/factorio/comments/wa7svz/crazy_reverse_radar_bug/ and I was asked to report this as a bug even though it's almost certain is a repeat of this bug https://forums.factorio.com/viewtopic.php?p=437898#p437898 . This bug was first seen in 1.1...
by barbary
Thu Jan 21, 2021 11:17 pm
Forum: General discussion
Topic: No Bugs in Reported Bug list.
Replies: 1
Views: 1229

No Bugs in Reported Bug list.

That has to be an awesome feeling. Been a dev for about 35 years and I'm not sure I have ever had a point where there were no reported bugs on a project. Maybe if it was something tiny and internal.

WELL DONE.
by barbary
Sat Jan 16, 2021 1:38 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.12] Additional error beeps of unknown origin
Replies: 2
Views: 5689

Re: [1.1.12] Additional error beeps of unknown origin

At a guess this is out of reach because there has already been an error raised about the out of reach errors not coming out. Although it's marked Not A Bug so would have thought the beep should (and was) gone as well.
by barbary
Wed Dec 09, 2020 1:55 pm
Forum: Not a bug
Topic: [1.1.5] Unintended consequence of waypoints and train limits
Replies: 7
Views: 3068

Re: [1.1.5] Unintended consequence of waypoints and train limits

Thanks for the report however that's working fully as intended. If I may just added a few points. It looks like we have 2 ideas on what a waypoint is for. 1)A station that has no limits and can be used to direct a train into a stacker. 2)A re route to force trains to take a particular route into or...
by barbary
Wed Dec 09, 2020 1:47 pm
Forum: Not a bug
Topic: [1.1.5] Unintended consequence of waypoints and train limits
Replies: 7
Views: 3068

Re: [1.1.5] Unintended consequence of waypoints and train limits

Do you really need waypoints anymore? The train limits make them unnecessary. If you have more trains than destination stations available (eg, deliberate product backlog) then having them go to a waypoint station in a holding yard/train stacker prevents them blocking a loading station or the main l...
by barbary
Wed Dec 09, 2020 1:39 pm
Forum: Not a bug
Topic: [1.1.5] Unintended consequence of waypoints and train limits
Replies: 7
Views: 3068

Re: [1.1.5] Unintended consequence of waypoints and train limits

AmericanPatriot wrote: ↑
Wed Dec 09, 2020 2:30 am
Do you really need waypoints anymore? The train limits make them unnecessary.
Absolutely one has to do with how many trains are running the other has to do with the route they take. They have almost nothing to do with each other.
by barbary
Wed Dec 09, 2020 1:13 am
Forum: Not a bug
Topic: [1.1.5] Unintended consequence of waypoints and train limits
Replies: 7
Views: 3068

[1.1.5] Unintended consequence of waypoints and train limits

Plan a train back to a station that has the new train limits through a waypoint. The train travels to the waypoint then because of the train limits stops saying "Destination Full". I expected the train to look past the waypoint and only leave the first real station if the next real station...
by barbary
Sun Mar 01, 2020 12:54 pm
Forum: Not a bug
Topic: [0.18.9] Fluid Train won't line up to pumps was working fine up to 0.18.1
Replies: 2
Views: 1217

Re: [0.18.9] Fluid Train won't line up to pumps was working fine up to 0.18.1

Fair enough. I just found where you said all this for a freight car not lining up for 0.18.8.
Sorry I didn't find that first but I was searching for pumps and fluid wagons specifically.

Thank you for such a super fast response.
by barbary
Sun Mar 01, 2020 6:11 am
Forum: Not a bug
Topic: [0.18.9] Fluid Train won't line up to pumps was working fine up to 0.18.1
Replies: 2
Views: 1217

[0.18.9] Fluid Train won't line up to pumps was working fine up to 0.18.1

Just updated the game from 0.18.1 to 0.18.9. The long Petrol trains will load the first half of the train but not the last half because stops 3 and 4 no longer make the pumps engage. This happens at both Refinery1 and Refinery2. Trains have to stop at 0Refinery1, 0Refinery1_2, 0Refinery1_3 and 0Refi...
by barbary
Mon Feb 03, 2020 1:32 am
Forum: Resolved Problems and Bugs
Topic: [0.18.3] Animation bug - Train cars not closing if connected when train moving.
Replies: 4
Views: 3300

Re: [0.18.3] Animation bug - Train cars not closing if connected when train moving.

When I moved from 0.17 map had the same thing for all trains that weren't at a station. Weirdly they are displayed correct when going around a corner.

As soon as the train stops at a station to will be correct and then all cars will close and be correct when leaving the station.
by barbary
Tue Oct 29, 2019 5:24 pm
Forum: General discussion
Topic: Can you heat water anymore?
Replies: 8
Views: 4020

Re: Can you heat water anymore?

Your worried about making cups of tea aren't you.

I have the same problem my kettle just broke. :-(
by barbary
Wed Aug 07, 2019 6:15 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.52] Biters have just given up on attacking
Replies: 11
Views: 7399

Re: [Oxyd] [0.17.52] Biters have just given up on attacking

It seems generally to be a fix. I am now being attacked all be it not as often as I was pre 0.17.59. However hello UPS I have missed you. 12 UPS has become 26 UPS still missing the days of 0.17.43 where I was running at 30+ UPS. I did have to run the console command above to get this but it has stay...
by barbary
Sun Aug 04, 2019 1:35 am
Forum: Releases
Topic: Version 0.17.62
Replies: 21
Views: 15857

Re: Version 0.17.62

steinio wrote: ↑
Sat Aug 03, 2019 8:28 am
Waiting for .69
NICE

will there be a 0.17.420 :-)
by barbary
Sun Jul 28, 2019 12:06 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.59] UPS drop after .59
Replies: 12
Views: 5675

Re: [Oxyd] [0.17.59] UPS drop after .59

I have also seen a drop of around 8UPS when moving from 0.17.54 to 0.17.59. I am under near constant attack so maybe I am seeing the same bug.

The loss of 8 UPS is almost exactly what I gained from moving from 0.17.43 to 0.17.54.
by barbary
Sun Jul 28, 2019 12:01 am
Forum: Not a bug
Topic: [Oxyd] [0.17.59] Intermittent UPS drop on Biter path finding
Replies: 7
Views: 2439

Re: [0.17.59] Intermittent UPS drop on Biter path finding

I have found that I get a near Permanente drop of 8 ups when I moved from 0.17.54 to 0.17.59. How ever I am under near constant bitter attack so maybe it's the same bug. The 8 UPS I have lost is almost exactly the same amount I gained when I moved from 0.17.43 to 0.17.54.
by barbary
Sat Jul 27, 2019 11:58 pm
Forum: Releases
Topic: Version 0.17.59
Replies: 73
Views: 47308

Re: Version 0.17.59

enterisys wrote: ↑
Thu Jul 25, 2019 7:01 pm
y0 lost some UPS
I've lost about 8UPS moving to this build almost exactly the same amount gained moving to 0.17.54. Did you report this as a bug or have heard anything?
by barbary
Thu Apr 18, 2019 7:47 am
Forum: 1 / 0 magic
Topic: [Rseding91] [0.17.21] Crash loading 0.17.12 save - AccumulatorGroup::removeOwner
Replies: 9
Views: 3967

Re: [Rseding91] [0.17.21] Crash loading 0.17.12 save - AccumulatorGroup::removeOwner

This is fixed now I have the new save game and it all seems to be working.

Thank you
by barbary
Thu Apr 11, 2019 5:13 pm
Forum: 1 / 0 magic
Topic: [Rseding91] [0.17.21] Crash loading 0.17.12 save - AccumulatorGroup::removeOwner
Replies: 9
Views: 3967

Re: [Rseding91] [0.17.21] Crash loading 0.17.12 save - AccumulatorGroup::removeOwner

Rseding91 wrote: ↑
Thu Apr 11, 2019 11:06 am
So, if you can let me know which save you want me to fix please let me know.
This one please it's bang up to date.

https://www.dropbox.com/s/80z65kfnuapj1 ... v.zip?dl=0

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