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: 1024
[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&quo...
- Fri Nov 27, 2020 11:59 am
- Forum: Modding discussion
- Topic: [1.1.0] Mod related changelog
- Replies: 5
- Views: 2972
- Wed Nov 25, 2020 1:01 pm
- Forum: Modding discussion
- Topic: [1.1.0] Mod related changelog
- Replies: 5
- Views: 2972
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 work. Thanks...
- Wed Nov 18, 2020 12:00 pm
- Forum: Ideas and Requests For Mods
- Topic: Programmable Vehicles
- Replies: 2
- Views: 1278
- 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: 4551
[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, please u...
- 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: 5107
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: 154
- Views: 49296
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: 3785
[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 ...
- Thu Sep 07, 2017 12:04 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 343323
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 BI.S...
- Thu Sep 07, 2017 11:31 am
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 69812
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 save...
- Fri Sep 01, 2017 11:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.33, minor] changelog after changing mods
- Replies: 5
- Views: 2604
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 pat...
- Wed Aug 30, 2017 10:43 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.33, minor] changelog after changing mods
- Replies: 5
- Views: 2604
[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 Abo...
- Sun Aug 27, 2017 6:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.34] restart after second update crashes
- Replies: 1
- Views: 3139
[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 Util....
- Fri Jul 28, 2017 2:26 pm
- Forum: Technical Help
- Topic: Manual Install Factorio game on Linux Ubuntu 16.04
- Replies: 8
- Views: 10052
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: 10052
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 dir...
- Mon Jul 17, 2017 8:24 pm
- Forum: Modding help
- Topic: Accessing [RW] fluid-turret fluid buffer via scripting?
- Replies: 1
- Views: 1063
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: 12040
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: 12040
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 aroun...
- Fri Jul 07, 2017 3:56 am
- Forum: Mods
- Topic: [MOD 0.15] Bluebuild rewritten
- Replies: 26
- Views: 12040
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 probab...
- Thu Jul 06, 2017 7:40 pm
- Forum: Mods
- Topic: [MOD 0.15] Bluebuild rewritten
- Replies: 26
- Views: 12040
Re: [MOD 0.15] Bluebuild rewritten
Can you give me an error message? Deconstruction works for me.