Search found 188 matches

by gheift
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

[1.1.1] Crash upgrading moded loader in blueprint: PrototypeError::~PrototypeError()

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 ...
by gheift
Fri Nov 27, 2020 11:59 am
Forum: Modding discussion
Topic: [1.1.0] Mod related changelog
Replies: 5
Views: 3306

Re: [1.1.0] Mod related changelog

Thanks!
by gheift
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 ...
by gheift
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 ...
by gheift
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:

Code: Select all

#include <float.h>

fprintf(file, "%.*lg", DBL_DIG, v);
See also man float.h, search for DBL_DIG.
by gheift
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 ...
by gheift
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 ...
by gheift
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 ...
by gheift
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 ...
by gheift
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 ...
by gheift
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 ...
by gheift
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

sillyfly wrote:(# implies root terminal. Normal user terminal has $ as the prompt separator).
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.
by gheift
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 ...
by gheift
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
by gheift
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 ...
by gheift
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 ...
by gheift
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.

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