Same Issue here. Autosave and Normal Save leads to crash. Just Updated Factorio a few minutes ago. Some Bob's Mods installed.
No Crash on a Vanilla Game last saved in Version [0.13.15]. No Crash on this save after activating all Bob's mods (Same Mods as the Crashing savegame), but nothing new ...
Search found 7 matches
- Wed Aug 17, 2016 12:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [13.16] Crash when saving: "Error Chunk.cpp:257: Saving entity [...] Exit to prevent corruption"
- Replies: 16
- Views: 9030
- Sat Mar 05, 2016 3:52 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 249985
Re: Friday Facts #128 - Back down to earth
I'm thinking the same like Rythe , but I think the hopper waggon unload / load machinery should be the same length as the hopper waggon itself. It could be two tiles wider than the rail, and one ore two belts coming out of it. The hopper waggon could carry only raw materials like Ores / Coal. The ...
- Sun Dec 20, 2015 1:37 pm
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 175551
Re: Bugs and problems
Thanks to Redmoon and Klypto! Now the Rails do act as Powerrails. Either I will write a function to replace all layed Rails, or I will replace them manually with help of my Robots.
- Fri Nov 27, 2015 7:16 pm
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 175551
Re: Bugs and problems
So I found the bug in the bug: I've build the track diagonal, and it connected to the big power pole and some Parts of the Track got powered up! I have absulute no Idea why this happened, but it happened. Soon I will check if the battle Waggon will get Power.
It seem's, that the power rails do not ...
It seem's, that the power rails do not ...
- Fri Nov 27, 2015 3:07 pm
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 175551
Re: Bugs and problems
Hi, I have a similar Problem: First I got the Error. "LuaBootstrap doesn't contain key surface", so I used the control.lua from Redmoon. Now I could place the electric Locomotve, but it doesn't get any power on power rails. If it is near to a power Pole, it connect's to it and get't power. Any Ideas ...
- Sun Jul 26, 2015 12:28 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 505617
Re: [MOD 0.12.x] Natural Evolution v3.0.8 - All things Alien!
I would use it, but if I load a Save it tells me the file could be corrupted and doesn't load the savegame. So there is still an issue, maybe caused by an other mod from the Shadow Modpack, maybe by the game itself so that I can't load a save. The same happen's if I completely remove the Natural ...
- Sun Jul 26, 2015 10:38 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 505617
Re: [MOD 0.12.x] Natural Evolution v3.0.8 - All things Alien!
I'm not sure, but I think I found the bug.
I've made the following changes in the control.lua from Version 3.0.6:
In Line 101 entity -> event.entity:
100 if event.entity.type == "unit-spawner" and event.entity.force == game.forces.enemy then
101 convertBase(event.entity, true)
102 end
In Line ...
I've made the following changes in the control.lua from Version 3.0.6:
In Line 101 entity -> event.entity:
100 if event.entity.type == "unit-spawner" and event.entity.force == game.forces.enemy then
101 convertBase(event.entity, true)
102 end
In Line ...