Search found 29 matches
- Tue Feb 16, 2021 5:07 am
- Forum: Duplicates
- Topic: [1.1.22] Crash during biter attack
- Replies: 5
- Views: 2032
Re: [1.1.22] Crash during biter attack
This is a duplicate with other sound-related crashes, but the Linux stack trace above has a bit more detail that may be useful for debug.
- Tue Feb 16, 2021 4:59 am
- Forum: Duplicates
- Topic: [1.1.22] Crash during biter attack
- Replies: 5
- Views: 2032
Re: [1.1.22] Crash during biter attack
And a second crash at the same outpost. This time with no helicopter or spidertrons. This time the defenses were finished, the artillery was firing automatically, and the biters were attacking in large waves.
Same save file, new log. Looks like the crash happened in the same place, SoundInstance ...
Same save file, new log. Looks like the crash happened in the same place, SoundInstance ...
- Tue Feb 16, 2021 4:31 am
- Forum: Duplicates
- Topic: [1.1.22] Crash during biter attack
- Replies: 5
- Views: 2032
[1.1.22] Crash during biter attack
I was building an artillery outpost when I accidentally loaded one of the artilleries before the defenses were up. The biters attacked, and I countered by bringing in 9 spidertrons loaded with explosive missiles. The spidertrons did significant damage to the outpost I was constructing, then the game ...
- Thu Nov 26, 2020 6:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.1] Rail blueprint is corrupted when disabling absolute snap-to-grid with odd coordinates
- Replies: 1
- Views: 2271
[posila] [1.1.1] Rail blueprint is corrupted when disabling absolute snap-to-grid with odd coordinates
Make a rail blueprint, enable snap-to-grid, set size to even values, and all other coordinates to 1. Save the blueprint.
Edit the blueprint, disable snap-to-grid, and save it again.
When placing the blueprint it is now corrupted.
Edit the blueprint, disable snap-to-grid, and save it again.
When placing the blueprint it is now corrupted.
- Tue Nov 24, 2020 2:32 am
- Forum: Pending
- Topic: [1.1.0] Clicking on quickbar item not in inventory does not give ghost
- Replies: 5
- Views: 2056
Re: [1.0.0] Hotbar slots getting overwritten, ghost placing broken
And I'm a dingus and set the version to 1.0.0 when I meant 1.1.0.
- Tue Nov 24, 2020 2:30 am
- Forum: Pending
- Topic: [1.1.0] Clicking on quickbar item not in inventory does not give ghost
- Replies: 5
- Views: 2056
[1.1.0] Clicking on quickbar item not in inventory does not give ghost
To reproduce:
Set a hotbar slot to an item not in inventory: Science Lab
Left-click the science lab on the hotbar
Expected behavior: Hand tool now contains ghost science lab
Actual behavior: No effect
Set a hotbar slot to an item not in inventory: Science Lab
Left-click the science lab on the hotbar
Expected behavior: Hand tool now contains ghost science lab
Actual behavior: No effect
- Tue Feb 25, 2020 12:57 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.18.2] Crash: this->lastDamageDealer->getSubstitute() == *this->lastDamageDealer was not true
- Replies: 11
- Views: 6255
Re: [Oxyd] [0.18.2] Crash: this->lastDamageDealer->getSubstitute() == *this->lastDamageDealer was not true
I feel like x123's issue may possibly have been different. I just had a hang, not a crash, with the same actions as x123 (launch a nuke, get in tank, drive away). I saved a core dump with gcore. I was using 0.18.3. I have updated to 0.18.8 and will repost this as a new bug if it happens again.
- Sat Oct 19, 2019 3:14 am
- Forum: Modding help
- Topic: Trains at abutting stations can't couple
- Replies: 1
- Views: 995
Trains at abutting stations can't couple
Hello,
I'm trying to use Automatic Coupler Mod, and I'm oh so close to the behavior I need. I'm willing to tweak the mod to make it work like I want, if I could get a pointer what to change.
regular.png
I have trains arranged at abutting stations as shown, and I'd like to couple them ...
I'm trying to use Automatic Coupler Mod, and I'm oh so close to the behavior I need. I'm willing to tweak the mod to make it work like I want, if I could get a pointer what to change.
regular.png
I have trains arranged at abutting stations as shown, and I'd like to couple them ...
- Sat Mar 16, 2019 3:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.9] Research Queue setting for new maps is inconsistent
- Replies: 1
- Views: 3451
Re: [0.17.9] Research Queue setting for new maps is inconsistent
Thanks, I can confirm it is fixed in 0.17.14!
Since you fixed such an unimportant bug, you are ready to declare 0.17 stable, no?![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Since you fixed such an unimportant bug, you are ready to declare 0.17 stable, no?
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Sun Mar 10, 2019 8:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.9] Research Queue setting for new maps is inconsistent
- Replies: 1
- Views: 3451
[0.17.9] Research Queue setting for new maps is inconsistent
Many options in the new map settings are saved when you click play, but the research queue setting seems to follow some other rule.
Reproducable: 100%
Reproduction instructions:
Click "New Game", select "Advanced", change "Research queue availability" setting
Click Play
Quit Game
Click "New Game ...
Reproducable: 100%
Reproduction instructions:
Click "New Game", select "Advanced", change "Research queue availability" setting
Click Play
Quit Game
Click "New Game ...
- Fri Jan 18, 2019 3:51 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 77985
Re: Friday Facts #278 - The new quickbar
I love the new quickbar changes, but...
There is one thing I use the quickbar for that I fear may be lost with the new design. In the late game I often setup a player station near my main base that makes all the building supplies. Next to the player station are requester chests that gather the ...
There is one thing I use the quickbar for that I fear may be lost with the new design. In the late game I often setup a player station near my main base that makes all the building supplies. Next to the player station are requester chests that gather the ...
- Tue Jan 23, 2018 4:12 am
- Forum: Duplicates
- Topic: [0.16.17] Game won't start, not creating new log file
- Replies: 4
- Views: 2232
Re: [0.16.17] Game won't start, not creating new log file
I'm missing a library dependency after I upgraded to 0.16.17. (0.16.16 worked.)
...
Downloaded 0.16.16 to resume playing, check with ldd, and there's no mention of libssl or libcrypto. Looks like they are new dependencies. I have versions 1.1.0g and 1.0.2m installed, but 1.0.0 is too old for my ...
...
Downloaded 0.16.16 to resume playing, check with ldd, and there's no mention of libssl or libcrypto. Looks like they are new dependencies. I have versions 1.1.0g and 1.0.2m installed, but 1.0.0 is too old for my ...
- Tue Jan 23, 2018 3:48 am
- Forum: Duplicates
- Topic: [0.16.17] Game won't start, not creating new log file
- Replies: 4
- Views: 2232
Re: [0.16.17] Game won't start, not creating new log file
I'm missing a library dependency after I upgraded to 0.16.17. (0.16.16 worked.)
(And I was looking forward to attacking spawners with my mining axe :-) )
[dave@laptop factorio-0.16]$ bin/x64/factorio
bin/x64/factorio: error while loading shared libraries: libssl.so.1.0.0: cannot open shared ...
(And I was looking forward to attacking spawners with my mining axe :-) )
[dave@laptop factorio-0.16]$ bin/x64/factorio
bin/x64/factorio: error while loading shared libraries: libssl.so.1.0.0: cannot open shared ...
- Sun Sep 24, 2017 6:21 pm
- Forum: Technical Help
- Topic: Problem with the Rocket Silo
- Replies: 5
- Views: 3923
Re: Problem with the Rocket Silo
I had this happen today, with only a one mod active: Steinos' unlasting oil
https://i.imgur.com/zeHYA4G.png
The issue happens when my personal roboport bots place the silo. But If I pick it up and place it again myself, the roboport works normally
Save Game (10 seconds before Rocket Silo ...
https://i.imgur.com/zeHYA4G.png
The issue happens when my personal roboport bots place the silo. But If I pick it up and place it again myself, the roboport works normally
Save Game (10 seconds before Rocket Silo ...
- Fri May 19, 2017 6:19 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 178609
Re: Friday Facts #191 - Gui improvements
Disadvantages I see:
The granularity of 2 inventories is lost. Putting your entire inventory in a chest while keeping your toolbar inventory is no longer possible
This is something I do a lot in the mid- to late-game. Essentially, I automate one way or another (usually w/ requester chests) to ...
The granularity of 2 inventories is lost. Putting your entire inventory in a chest while keeping your toolbar inventory is no longer possible
This is something I do a lot in the mid- to late-game. Essentially, I automate one way or another (usually w/ requester chests) to ...
- Sat Oct 15, 2016 12:32 am
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 137263
Re: Friday Facts #160 - Playtesting
Merging items with different health. - We didn't do the item merging, as we didn't want the player lose his precious items as two 49% items would merge into one, which would prevent the player from repairing both for just a few repair. In reality, I feel that the annoyance of having 8 different ...
- Sat Sep 17, 2016 6:59 pm
- Forum: Modding help
- Topic: Question: how to go about making a rescheduling train stop
- Replies: 0
- Views: 871
Question: how to go about making a rescheduling train stop
I want to make a modded train stop that resets the schedule of a train. When a train stops at it, it sets the train to manual mode. It would need some sort of inventory slot that would take a modded item, a station tag, that names the destination station(s). When a station tag is inserted, it is ...
- Sat Sep 17, 2016 6:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [13.13] [kovarex] Train Signal on BP Error REOPENED
- Replies: 18
- Views: 13555
Re: [13.13] [kovarex] Train Signal on BP Error REOPENED
Tested on 0.14.7. Fixed for me. Thanks, kovarex!
- Tue Sep 13, 2016 10:51 pm
- Forum: Ideas and Requests For Mods
- Topic: Truly underground belts and pipes
- Replies: 2
- Views: 2464
Truly underground belts and pipes
It is annoying to me that "underground" pipes and belts need to come up to the surface every 12 or 6 tiles, respectively. I would like to see a mod that adds an "underground pipe connector" and an "underground belt connector". They should perhaps be slightly more expensive than their vanilla ...
- Wed Aug 31, 2016 12:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [13.13] [kovarex] Train Signal on BP Error REOPENED
- Replies: 18
- Views: 13555
Re: [0.13.13] [kovarex] Train Signal on BP Error
Yes.Loewchen wrote: Is this still the case if you make a new BP from the repaired (not blinking) junction?
Save uploaded to dropbox: https://www.dropbox.com/s/23godd5475dnb ... t.zip?dl=0