Search found 13 matches
- Wed Apr 03, 2019 4:15 pm
- Forum: Pending
- Topic: [Dominik] [0.17.24] Crash
- Replies: 5
- Views: 1836
Re: [0.17.24] Crash
and the dump file
- Wed Apr 03, 2019 4:09 pm
- Forum: Pending
- Topic: [Dominik] [0.17.24] Crash
- Replies: 5
- Views: 1836
Re: [0.17.23] Crash
Yes it still happens in 0.17.24
Here is save file that crashes after a minute or two: just wait for the robots to bring the two buildings in the center. crash occours when robot places the middle building
Here is save file that crashes after a minute or two: just wait for the robots to bring the two buildings in the center. crash occours when robot places the middle building
- Tue Apr 02, 2019 7:40 pm
- Forum: Pending
- Topic: [Dominik] [0.17.24] Crash
- Replies: 5
- Views: 1836
[Dominik] [0.17.24] Crash
Game crashes while bots were placing pipes
c:\cygwin64\tmp\factorio-build-avyvsb\src\fluid\fluidbox.cpp (494): FluidBox::FluidBox
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\vector (1503): std::vector<FluidBox,std::allocator<FluidBox ...
c:\cygwin64\tmp\factorio-build-avyvsb\src\fluid\fluidbox.cpp (494): FluidBox::FluidBox
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\vector (1503): std::vector<FluidBox,std::allocator<FluidBox ...
- Sun Jun 04, 2017 8:25 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 125141
Re: [MOD 0.15] AAI Industry
The mod does not play well with ScienceCostTweaker. It overrides the red science flasks, ScienceCostTweaker does it too.
- Tue May 02, 2017 9:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.6] Crash after desync
- Replies: 2
- Views: 4167
[0.15.6] Crash after desync
Hi
Game crashed after generating report about desync.
We have not tried reproducing the desync. After my client crashed I restarted and rejoined without problems and desync did not occour afterwards. Cant remeber what we were doing, I was changing assembler recipe probably, but I'm not sure ...
Game crashed after generating report about desync.
We have not tried reproducing the desync. After my client crashed I restarted and rejoined without problems and desync did not occour afterwards. Cant remeber what we were doing, I was changing assembler recipe probably, but I'm not sure ...
- Tue Oct 25, 2016 8:55 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1593570
Re: Bugs & FAQ
Hi.
The research from bio processing is not showing up in tech tree. I'v checked the files and it does not have any prerequisites.
Another issue: Angelssmelting: Advanced Metallurgy should have Steel Processing as a prerequisite because Blast Furnace MK1 requires steel
The research from bio processing is not showing up in tech tree. I'v checked the files and it does not have any prerequisites.
Another issue: Angelssmelting: Advanced Metallurgy should have Steel Processing as a prerequisite because Blast Furnace MK1 requires steel
- Mon Dec 28, 2015 3:08 pm
- Forum: Mods
- Topic: [MOD 0.18.X] Air Filtering
- Replies: 134
- Views: 185638
Re: [MOD 0.12.X] Air Filtering
I'v found an exploit in the "Recycle used air filter" recipe:
It can accept productivity modules and produce additional air filters.
Tested with Bob's mod God modules. I'll have to try it with regular modules.
It can accept productivity modules and produce additional air filters.
Tested with Bob's mod God modules. I'll have to try it with regular modules.
- Fri Dec 25, 2015 9:06 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Deep Mining
- Replies: 4
- Views: 16005
[MOD 0.12.11+] Deep Mining
Type: Mod
Name: Deep Mining
Description: Adds infinite miners that use concrete and explosives to generate random ores and stone
License: MIT (I'm not really that good with licencing)
Version: 0.8.2-alpha
Release: 2015-12-26
Tested-With-Factorio-Version: 0.12.20
Category: Gameplay
Tags: Resources ...
Name: Deep Mining
Description: Adds infinite miners that use concrete and explosives to generate random ores and stone
License: MIT (I'm not really that good with licencing)
Version: 0.8.2-alpha
Release: 2015-12-26
Tested-With-Factorio-Version: 0.12.20
Category: Gameplay
Tags: Resources ...
- Sat Dec 05, 2015 1:42 pm
- Forum: Releases
- Topic: Version 0.12.20
- Replies: 32
- Views: 57720
Re: Version 0.12.20
I would also love more frequent feature releases (maybe 1 feture per week?). Dont get me wrong, crashes are bad, but the features come too sparsly.
- Sun Nov 29, 2015 11:36 am
- Forum: Mods
- Topic: [MOD 0.12.x] Endless Miner
- Replies: 19
- Views: 31408
Re: [MOD 0.12.x] Endless Miner
It does not work on version 12.19
- Sat Aug 15, 2015 10:12 am
- Forum: Mods
- Topic: [MOD 0.18.X] Air Filtering
- Replies: 134
- Views: 185638
Re: [MOD 0.12.X] Air Filtering
It unfortunatly seems that its the way how the game works. According to https://forums.factorio.com/wiki/index.php?title=Enemies#Evolution it calculates the evolution factor based on time, generated pollution and biter bases killed. It looks like it calulates the total sum of pollution being ...
- Fri Aug 14, 2015 4:51 pm
- Forum: Mods
- Topic: [MOD 0.18.X] Air Filtering
- Replies: 134
- Views: 185638
Re: [MOD 0.12.X] Air Filtering
Mk3 are too powerful. I set up them around my heavy polluted dytech base and it cleaned it all up. I would not be bad but then I noticed that the evolution factor started to drop, and it dropped fast. Actually it dropped from 100% to below zero (!) maybe in like 5-10 min. I think this should not ...
- Thu Aug 13, 2015 5:52 am
- Forum: Mods
- Topic: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
- Replies: 28
- Views: 42747
Re: [MOD 0.12.1] Displaying range of turrets [v1.1.0]
Awesome, this should be in base game!