Search found 7 matches

by RodneyMckay
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: 7580

Re: [0.13.16] Crash when saving

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 build....
by RodneyMckay
Sat Mar 05, 2016 3:52 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 211616

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 lo...
by RodneyMckay
Sun Dec 20, 2015 1:37 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 151246

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.
by RodneyMckay
Fri Nov 27, 2015 7:16 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 151246

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 c...
by RodneyMckay
Fri Nov 27, 2015 3:07 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 151246

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....
by RodneyMckay
Sun Jul 26, 2015 12:28 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 439520

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 evo...
by RodneyMckay
Sun Jul 26, 2015 10:38 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 439520

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 L...

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