Search found 30 matches
- Sun Nov 03, 2024 8:47 am
- Forum: Bug Reports
- Topic: [2.0.14] Mod search and quick dependency navigation
- Replies: 0
- Views: 66
[2.0.14] Mod search and quick dependency navigation
When navigating mod menu, and using quick search (filter), if you click on mod's dependency, and that dependency does not match current search filter AND you have it already installed, you will be directed to "download mods" instead of forcefully selecting installed version of mod. To repr...
- Mon Oct 21, 2024 1:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.7] Production window can be opened in research tree while in editor mode
- Replies: 1
- Views: 555
[Rseding91] [2.0.7] Production window can be opened in research tree while in editor mode
Like this, which conflicts with behavior outside of editor mode, where opening production window doesn't open it right away, and open it only after research window is closed.
But honestly, it shouldn't open even outside of editor mode.
But honestly, it shouldn't open even outside of editor mode.
- Fri Feb 02, 2024 12:56 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 19567
Re: Friday Facts #396 - Sound improvements in 2.0
Now the only thing we need is weather conditions, Nauvis is in big need for rain.
- Tue Jun 07, 2022 5:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.60] Crash on start after mod error (InModsLoadErrorGui::process)
- Replies: 2
- Views: 1162
[1.1.60] Crash on start after mod error (InModsLoadErrorGui::process)
I've encountered it on 1.1.60 for the first time, but it might be present in earlier versions. If you have a mod installed which declare "bad" prototype, and you happen to have prototype history disabled, error message will have disabled-history as mod name as cause. Hitting "disable ...
- Fri Dec 17, 2021 6:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.49] Crash inside Commandable::runBehavior dereferencing NULL pointer
- Replies: 3
- Views: 3034
Re: [1.1.49] Crash inside Commandable::runBehavior dereferencing NULL pointer
My own mod listen only for three events: entity damaged, tick and unit added to group. Both have safeguards to avoid recursion or reuse of already-seen structures, so only these strange invalidations can be intermod interactions. Anyway thanks for crash fix.
- Fri Dec 17, 2021 11:10 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.49] Crash inside Commandable::runBehavior dereferencing NULL pointer
- Replies: 3
- Views: 3034
[1.1.49] Crash inside Commandable::runBehavior dereferencing NULL pointer
1060.650 Error CrashHandler.cpp:492: Exception Code: c0000005, Address: 0x00007ff6672ceb6e ModuleBase: 0x00007ff667160000, ImageSize: 01d9e000, RelativeAddress: 0016eb6e 1060.650 Error CrashHandler.cpp:498: Access Violation: Read at address 0000000000000000 1060.650 Error CrashHandler.cpp:512: Exce...
- Fri Nov 26, 2021 12:26 pm
- Forum: Releases
- Topic: Version 1.1.47
- Replies: 11
- Views: 14766
Re: Version 1.1.47
Attempted to create a linked list structure inside global table and had this update hit me hard.... damn. I guess i have to do this different way now. What do you mean? Nothing, Factorio engine wasn't very clear with error message, sorry. Do you mean you also ran into a problem with stack overflow ...
- Fri Nov 26, 2021 11:32 am
- Forum: Releases
- Topic: Version 1.1.47
- Replies: 11
- Views: 14766
Re: Version 1.1.47
Nothing, Factorio engine wasn't very clear with error message, sorry.Klonan wrote: βFri Nov 26, 2021 11:29 amWhat do you mean?DBotThePony wrote: βFri Nov 26, 2021 11:24 am Attempted to create a linked list structure inside global table and had this update hit me hard.... damn. I guess i have to do this different way now.
- Fri Nov 26, 2021 11:24 am
- Forum: Releases
- Topic: Version 1.1.47
- Replies: 11
- Views: 14766
Re: Version 1.1.47
Attempted to create a linked list structure inside global table and had this update hit me hard.... damn. I guess i have to do this different way now.
- Mon May 10, 2021 2:41 pm
- Forum: Not a bug
- Topic: [1.1.x] Hidden script rendered shapes are still being checked in preparation loop
- Replies: 2
- Views: 1379
[1.1.x] Hidden script rendered shapes are still being checked in preparation loop
Not a bug, bug design oversight. Rendering library shapes which are hidden (set_visible false) still checked in main render loop, which is pointless, because it is clear that they won't even get drawn until getting un-hidden by scripts, and to me looks like nobody bothered or even thought doing this...
- Fri Jun 26, 2020 4:16 am
- Forum: Off topic
- Topic: [web] Multiple visual issues with new design/design suggestions
- Replies: 1
- Views: 4336
[web] Multiple visual issues with new design/design suggestions
Search button (and several others) on mod portal font is browser dependent Chromium based: https://icf.dbotthepony.ru/2020/06/26/vivaldi_mNnITIQ7j2.png https://icf.dbotthepony.ru/2020/06/26/vivaldi_GPfITSGl4N.png Firefox: https://icf.dbotthepony.ru/2020/06/26/firefox_QPZIVuy5Hg.png https://icf.dbott...
- Sat Mar 28, 2020 4:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.18.12] Structures that you can mine by hand but can't with drones ctrl+z bug (neutral force bug)
- Replies: 2
- Views: 3489
Re: [0.18.12] Structures that you can mine by hand but can't with drones ctrl+z bug (neutral force bug)
Ok, more gameplay-wise example: install Ruins mod, go to nearest generated ruin, mine by hand some of entities, then ctrl+z.
And I'm pretty sure this is very easy to fix, just by setting force of ghost to miner instead of it's original force who ctrl+z'd, how did this end up with Wontfix label?
And I'm pretty sure this is very easy to fix, just by setting force of ghost to miner instead of it's original force who ctrl+z'd, how did this end up with Wontfix label?
- Fri Mar 20, 2020 11:40 am
- Forum: Releases
- Topic: Version 0.18.14
- Replies: 30
- Views: 18887
Re: Version 0.18.14
Shields? On the power network? Yes, turret shields. On power network. The problem here, "All" tab does not show us over which time period it show power consumption. And also, the fact, that turret shields were consuming exactly 234 MW of power over 10+ hours, but "All" still sho...
- Fri Mar 20, 2020 11:12 am
- Forum: Releases
- Topic: Version 0.18.14
- Replies: 30
- Views: 18887
Re: Version 0.18.14
Currently, we always see averaged power usage in watts over all possible time periods. This sometimes make sense, sometimes does not. For example - Total tab. What do these watts mean? Average usage in watts over entire time? What is entire time? And how does 5 Kilowatt lamp consumed more power ove...
- Fri Mar 20, 2020 3:51 am
- Forum: Releases
- Topic: Version 0.18.14
- Replies: 30
- Views: 18887
Re: Version 0.18.14
Currently, we always see averaged power usage in watts over all possible time periods. This sometimes make sense, sometimes does not. For example - Total tab. What do these watts mean? Average usage in watts over entire time? What is entire time? And how does 5 Kilowatt lamp consumed more power over...
- Thu Mar 19, 2020 12:19 am
- Forum: Releases
- Topic: Version 0.18.14
- Replies: 30
- Views: 18887
Re: Version 0.18.14
Still no power consumption in joules over time, i am dissapoint.
- Fri Mar 13, 2020 1:31 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.18.12] Structures that you can mine by hand but can't with drones ctrl+z bug (neutral force bug)
- Replies: 2
- Views: 3489
[kovarex] [0.18.12] Structures that you can mine by hand but can't with drones ctrl+z bug (neutral force bug)
TL;DR: After mining "neutral" force structures by hand doing CTRL+Z will produce ghosts belonging to "neutral" force. Long description: https://mega.nz/#!VCpgRYwK!v5CkYBM0Q_Pkrc7VY8_loYi6biH6X03FCv44OA2HP2Q https://mega.nz/#!4Opi1SwS!m8etbcAAtGoqmD_CF7JEsYP35X-TM23KwaavnQ4KSJ8 Th...
- Sat Mar 07, 2020 4:02 am
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 33148
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
Will "Total" tab in electricity statistics display consumption in joules? Since currently, displaying total statistics in watts doesn't make sense. Nice changes, but that new unified search icon is extremely small! Very hard to spot. I've always wondered why the accumulators' charge was in...
- Tue Feb 25, 2020 12:39 am
- Forum: Not a bug
- Topic: [Klonan] Biters spawn too close in wave defense
- Replies: 3
- Views: 1545
Re: [Klonan] Biters spawn too close in wave defense
It is caused by Resource Spawn Overhaul, report that to their author
- Tue Feb 25, 2020 12:15 am
- Forum: Not a bug
- Topic: Rail planner when used in ghost mode directly ignore rocks/trees/cliffs but does not mark them for deconstruction
- Replies: 5
- Views: 2328
Re: Rail planner when used in ghost mode directly ignore rocks/trees/cliffs but does not mark them for deconstruction
I think you misunderstand the issue described in post Video demonstration to make it clear: https://mega.nz/#!oHxHHAiC!GbI4SiVUFurzakrWyGnKR99TrCJzsuQ51ljg400mMfk Using ghost rail without pressing shift make rail planner behave like you hold shift with real rail in hand, except it still ignore obsta...