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: 883

[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...
by gheift
Fri Nov 27, 2020 11:59 am
Forum: Modding discussion
Topic: [1.1.0] Mod related changelog
Replies: 5
Views: 2524

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: 2524

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...
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: 4133

[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...
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: 4678

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: 3404

[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 ...
by gheift
Thu Sep 07, 2017 12:04 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 311583

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...
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: 62560

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...
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: 2355

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...
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: 2355

[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...
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: 2830

[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....
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: 9372

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: 9372

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...
by gheift
Sat Jul 08, 2017 9:12 am
Forum: Mods
Topic: [MOD 0.15] Bluebuild rewritten
Replies: 26
Views: 10874

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: 10874

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...
by gheift
Fri Jul 07, 2017 3:56 am
Forum: Mods
Topic: [MOD 0.15] Bluebuild rewritten
Replies: 26
Views: 10874

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...
by gheift
Thu Jul 06, 2017 7:40 pm
Forum: Mods
Topic: [MOD 0.15] Bluebuild rewritten
Replies: 26
Views: 10874

Re: [MOD 0.15] Bluebuild rewritten

Can you give me an error message? Deconstruction works for me.

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