When creating a blueprint of a belt and a kr-loader (Krastorio 2) and try to upgrade the entities in the blueprint window, the game crashed.
Mods used: Krastorio 2
Steps to reproduce:
place a transport-belt
connect a kr-loader
create a blueprint of these two entities
click on "upgrade items ...
Search found 188 matches
- Fri Nov 27, 2020 11:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.1] Crash upgrading moded loader in blueprint: PrototypeError::~PrototypeError()
- Replies: 1
- Views: 1157
- Fri Nov 27, 2020 11:59 am
- Forum: Modding discussion
- Topic: [1.1.0] Mod related changelog
- Replies: 5
- Views: 3306
- Wed Nov 25, 2020 1:01 pm
- Forum: Modding discussion
- Topic: [1.1.0] Mod related changelog
- Replies: 5
- Views: 3306
Re: [1.1.0] Mod related changelog
Modding:
Added direction to SimpleEntityWithOwner and SimpleEntityWithForce.
Is there some documentation, how I can define the sprites based on the selected direction? The documentation in the wiki is not yet updated. I tried sprites like within the ConstantCombinator, but this did not ...
- Wed Nov 18, 2020 12:00 pm
- Forum: Ideas and Requests For Mods
- Topic: Programmable Vehicles
- Replies: 2
- Views: 1406
- Wed Aug 01, 2018 5:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.16.51] framerate drop when drawing mutiple wires
- Replies: 3
- Views: 4839
[posila][0.16.51] framerate drop when drawing mutiple wires
Hello,
I noticed a hugh framerate drop, when the game has to draw multiple wires. I attached a minimal save, where I could reproduce the issue. A also added a trace I recorded using perf record -F 100000 -p $(pidof factorio) -g .
Kind regards,
Gerhard
# To display the perf.data header info ...
I noticed a hugh framerate drop, when the game has to draw multiple wires. I attached a minimal save, where I could reproduce the issue. A also added a trace I recorded using perf record -F 100000 -p $(pidof factorio) -g .
Kind regards,
Gerhard
# To display the perf.data header info ...
- Thu Feb 01, 2018 3:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.20] Cannot connect to server: Mod settings mismatch
- Replies: 5
- Views: 5378
Re: [Rseding91] [0.16.20] Cannot connect to server: Mod settings mismatch
If you use code like this, there shouldn't be any rounding errors:
See also man float.h, search for DBL_DIG.
Code: Select all
#include <float.h>
fprintf(file, "%.*lg", DBL_DIG, v);
- Sun Jan 28, 2018 12:09 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 163
- Views: 59890
Re: Circuit network read missing materials for construction
There is an old mod, but I haven't looked into it: https://mods.factorio.com/mod/ConstructionCombinator
- Tue Sep 12, 2017 11:30 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [15.34] Train station skipped if one activated and one deactivated same tick
- Replies: 3
- Views: 4048
[Dominik] [15.34] Train station skipped if one activated and one deactivated same tick
Hi,
if I have following situation:
three stations 1*A, 2*B
a train which just drives from A to B, back and forth
the two B stations are connected to the same circuit network
the condition is mutual exclusive, e.g "red = 0" and "red ≠ 0"
if the signal red changes from 0 to 1, one station is ...
if I have following situation:
three stations 1*A, 2*B
a train which just drives from A to B, back and forth
the two B stations are connected to the same circuit network
the condition is mutual exclusive, e.g "red = 0" and "red ≠ 0"
if the signal red changes from 0 to 1, one station is ...
- Thu Sep 07, 2017 12:04 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 371423
Bug with disabled Bio-Cannon
Hi,
when disabling the Bio-Cannon, the game can't start any more because of the missing Bio_Cannon_Ammo category. This might be easy to fix by edit the data-upates.lua file: At line 67, where you adjust the technologies for the ammo bonus, you have to check if the Bio_Cannon is enabled. E.g:
if ...
when disabling the Bio-Cannon, the game can't start any more because of the missing Bio_Cannon_Ammo category. This might be easy to fix by edit the data-upates.lua file: At line 67, where you adjust the technologies for the ammo bonus, you have to check if the Bio_Cannon is enabled. E.g:
if ...
- Thu Sep 07, 2017 11:31 am
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 75112
Sync startup mod options with save
Hi,
I don't know if it was already requested, but I would like to restore the startup settings of the mods from a save file. If I play e.g. with bobs, angels etc. there are many options, which alter the prototypes. If I change them for another game I want to restore these settings for the older ...
I don't know if it was already requested, but I would like to restore the startup settings of the mods from a save file. If I play e.g. with bobs, angels etc. there are many options, which alter the prototypes. If I change them for another game I want to restore these settings for the older ...
- Fri Sep 01, 2017 11:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.33, minor] changelog after changing mods
- Replies: 5
- Views: 2817
Re: [0.15.33, minor] changelog after changing mods
Sorry for the late replay, I am running on Debian. Here are the requested logs:
0.000 2017-09-02 01:42:43; Factorio 0.15.32 (build 30820, linux64, alpha)
0.253 Operating system: Linux (Debian unstable)
0.253 Not rotating logs.
0.253 Program arguments: "bin/x64/factorio"
0.253 Read data path ...
0.000 2017-09-02 01:42:43; Factorio 0.15.32 (build 30820, linux64, alpha)
0.253 Operating system: Linux (Debian unstable)
0.253 Not rotating logs.
0.253 Program arguments: "bin/x64/factorio"
0.253 Read data path ...
- Wed Aug 30, 2017 10:43 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.33, minor] changelog after changing mods
- Replies: 5
- Views: 2817
[0.15.33, minor] changelog after changing mods
Hi,
the changelog, which shows up after the updater is also displayed, if the mod configuration is changed in game. I do expect the changelog not to show up after I change my mod configuration.
How to reproduce:
use an old version of factorio
let the game update itself (either via auto update or ...
the changelog, which shows up after the updater is also displayed, if the mod configuration is changed in game. I do expect the changelog not to show up after I change my mod configuration.
How to reproduce:
use an old version of factorio
let the game update itself (either via auto update or ...
- Sun Aug 27, 2017 6:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.34] restart after second update crashes
- Replies: 1
- Views: 3339
[0.15.34] restart after second update crashes
Hi, I got the following error:
terminate called after throwing an instance of 'boost::exception_detail::clone_impl<boost::exception_detail::error_info_injector<boost::program_options::multiple_occurrences> >'
what(): option '--autoupdate-finished' cannot be specified more than once
0.000 Error ...
terminate called after throwing an instance of 'boost::exception_detail::clone_impl<boost::exception_detail::error_info_injector<boost::program_options::multiple_occurrences> >'
what(): option '--autoupdate-finished' cannot be specified more than once
0.000 Error ...
- Fri Jul 28, 2017 2:26 pm
- Forum: Technical Help
- Topic: Manual Install Factorio game on Linux Ubuntu 16.04
- Replies: 8
- Views: 10473
Re: Manual Install Factorio game on Linux Ubuntu 16.04
I forgot that, since I don't have a normal prompt in my shell. But at least # prevents execution on copy/paste to the terminal.sillyfly wrote:(# implies root terminal. Normal user terminal has $ as the prompt separator).
- Fri Jul 28, 2017 12:22 pm
- Forum: Technical Help
- Topic: Manual Install Factorio game on Linux Ubuntu 16.04
- Replies: 8
- Views: 10473
Re: Manual Install Factorio game on Linux Ubuntu 16.04
You can start a terminal emulator, navigate to the path where the game is located and start it:
# cd your/path/to/factorio
# ./bin/x64/factorio
If it does not start, copy the error messages in the console to the forum.
Otherwise there is a file called "factorio-current.log" in the game directory ...
# cd your/path/to/factorio
# ./bin/x64/factorio
If it does not start, copy the error messages in the console to the forum.
Otherwise there is a file called "factorio-current.log" in the game directory ...
- Mon Jul 17, 2017 8:24 pm
- Forum: Modding help
- Topic: Accessing [RW] fluid-turret fluid buffer via scripting?
- Replies: 1
- Views: 1178
Re: Accessing [RW] fluid-turret fluid buffer via scripting?
I would like to have this, too: viewtopic.php?p=273746#p273746
- Sat Jul 08, 2017 9:12 am
- Forum: Mods
- Topic: [MOD 0.15] Bluebuild rewritten
- Replies: 26
- Views: 12930
Re: [MOD 0.15] Bluebuild rewritten
Thanks for the report, I forgot do declare the function at the top of the file. Now it should work.
https://mods.factorio.com/mods/gheift/g ... /downloads
Kind regards,
Gerhard
https://mods.factorio.com/mods/gheift/g ... /downloads
Kind regards,
Gerhard
- Fri Jul 07, 2017 8:29 am
- Forum: Mods
- Topic: [MOD 0.15] Bluebuild rewritten
- Replies: 26
- Views: 12930
Re: [MOD 0.15] Bluebuild rewritten
Another option would have been to move a little bit. This should be fixed with version 0.1.8.
Details: When the item is revived, the proxy is not added to the pending construction list. Since ghosts, proxies and items to be deconstructed are cached when you arrive at a certain position, moving ...
Details: When the item is revived, the proxy is not added to the pending construction list. Since ghosts, proxies and items to be deconstructed are cached when you arrive at a certain position, moving ...
- Fri Jul 07, 2017 3:56 am
- Forum: Mods
- Topic: [MOD 0.15] Bluebuild rewritten
- Replies: 26
- Views: 12930
Re: [MOD 0.15] Bluebuild rewritten
Thanks for the bug report. It has nothing to with the Creative Mode nor with the update of factorio directly. I handle updates of the configuration (changing of mod or the factorio version) by resetting the internal state. But I forgot to remove the progress bar in this step. What happened is ...
- Thu Jul 06, 2017 7:40 pm
- Forum: Mods
- Topic: [MOD 0.15] Bluebuild rewritten
- Replies: 26
- Views: 12930
Re: [MOD 0.15] Bluebuild rewritten
Can you give me an error message? Deconstruction works for me.