Search found 15 matches

by Opiboble
Tue Jan 23, 2018 7:00 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.17] Tile limit reached, 16.16 worked
Replies: 9
Views: 6451

Re: [16.17] Tile limit reached, 16.16 worked

Still a problem in 0.16.18... Is there a location of a log that I can look at to see what is using up all the Tile limit?
by Opiboble
Mon Jan 22, 2018 10:41 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.17] Tile limit reached, 16.16 worked
Replies: 9
Views: 6451

Re: [0.16.17] Save wont start :/

There was a note in scripts about tiles, but wouldn't that also prevent me from creating a new map? I can create a new map just fine, just not spin up my current one...
by Opiboble
Mon Jan 22, 2018 10:26 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.17] Tile limit reached, 16.16 worked
Replies: 9
Views: 6451

[Rseding91] [16.17] Tile limit reached, 16.16 worked

So I just updated to 0.16.17 and I can no longer load my map:/ wasn't that long into it so not the end of the world... can start up new map no problem. So don't know what is up.
Factorio Crash.PNG
Factorio Crash.PNG (124.22 KiB) Viewed 6451 times
16 new.zip
(3.28 MiB) Downloaded 187 times
I guess I will go back to work, for now lol.
by Opiboble
Fri Jan 19, 2018 7:09 am
Forum: Not a bug
Topic: [0.16.16] Force restart when deleting disabled mod
Replies: 2
Views: 1226

Re: [0.16.16] Force restart when deleting disabled mod

Poking around more when updating mods I notice that disabled mod files are still locked by Factorio when booted. So I guess it makes since that it has to restart now... Still would be nice if there was any easy way delay the restart. I can dream :p
by Opiboble
Fri Jan 19, 2018 6:35 am
Forum: Not a bug
Topic: [0.16.16] Force restart when deleting disabled mod
Replies: 2
Views: 1226

[0.16.16] Force restart when deleting disabled mod

Hi all!

So this isn't a big issue, but I think it is a bit of a bug/issue. I ran across this when updating all my mods.

1) Disabled a mod (or group of them as I did)
2) Back out of mod section and do the needed restart of Factorio.
3) Go back to the mod section and delete a disabled mod.
4) You ...
by Opiboble
Fri Aug 04, 2017 12:52 am
Forum: Technical Help
Topic: Headless Server - How to enable automatic updates
Replies: 4
Views: 10029

Re: Headless Server - How to enable automatic updates

Did you have any luck getting this going?
by Opiboble
Wed May 24, 2017 2:56 am
Forum: Resolved Problems and Bugs
Topic: [0.15.13] Blue Print & Circuit Signals
Replies: 4
Views: 1779

Re: [0.15.13] Blue Print & Circuit Signals

Okay, going from a new map to a new from 0.15.09 (and upgraded to 0.15.13-3) works :D So it might just be the old map I am trying to save from. I would say it is fixed but this is a fringe issue probably with my old map.
by Opiboble
Wed May 24, 2017 2:48 am
Forum: Resolved Problems and Bugs
Topic: [0.15.13] Blue Print & Circuit Signals
Replies: 4
Views: 1779

Re: [0.15.13] Blue Print & Circuit Signals

Okay, I just re-saved the two maps to 0.15.13-3 map version and tested again. Same problem :/ I am loading up creative mode and going to try with two new maps and see if it still happens.
by Opiboble
Wed May 24, 2017 2:08 am
Forum: Resolved Problems and Bugs
Topic: [0.15.13] Blue Print & Circuit Signals
Replies: 4
Views: 1779

[0.15.13] Blue Print & Circuit Signals

This is a continuation of this post: viewtopic.php?f=11&t=48055

This is still a standing issue as of 0.15.13:

First Save:
C.PNG
C.PNG (240.18 KiB) Viewed 1779 times
Second Save:
D.PNG
D.PNG (269.69 KiB) Viewed 1779 times
:(
by Opiboble
Fri May 19, 2017 11:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.12] Blue Print & Circuit Signals
Replies: 2
Views: 1587

Re: [0.15.12] Blue Print & Circuit Signals

Awesome :D Glad I could help!
by Opiboble
Fri May 19, 2017 8:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.12] Blue Print & Circuit Signals
Replies: 2
Views: 1587

[0.15.12] Blue Print & Circuit Signals

Hello,

So I am running into a problem with blue prints between 2 different save files. The Circuit Signals get swapped around with different ones.

To replicate what is going on, load up Issue Map - A.zip and create a blue print that includes circuit signals, and save it to your private collection ...
by Opiboble
Wed May 17, 2017 10:46 pm
Forum: Technical Help
Topic: [0.15.10] - Desync at join.
Replies: 3
Views: 1763

Re: [0.15.10] - Desync at join.

Thank you for moving it! I am slowly working down the list on a separate server instance. The problem is it takes roughly 3 hours till the server starts desyncing new connections... The big thing I would like help with is reading the log in the report, is there any bit of data that points to what ...
by Opiboble
Wed May 17, 2017 7:38 pm
Forum: Technical Help
Topic: [0.15.10] - Desync at join.
Replies: 3
Views: 1763

Re: [0.15.10] - Desync at join.

Still having issues after updating mods and going to 0.15.11... Help please!
desync-report-2017-05-17_11-27-40.zip

More info: If I leave the server running for more then 3-4 hours I get desync when connecting. If I restart the server everything runs fine, and I can stay connected 5+ hours no ...
by Opiboble
Sat May 13, 2017 7:41 pm
Forum: Technical Help
Topic: [0.15.10] - Desync at join.
Replies: 3
Views: 1763

[0.15.10] - Desync at join.

Hi,

I updated a bunch of mods, and now I get this desync issue. I know it is mod related, but I have no clue how to tell which mod... If I could get some help that would be awesome... otherwise I am off to swap in and out mods for the next few hours :/

Thanks for the awesome game!
-Opiboble ...
by Opiboble
Thu May 11, 2017 1:33 am
Forum: Mods
Topic: [MOD 0.13] Flytox - insecticide for alien
Replies: 21
Views: 10517

Re: [MOD 0.13] Flytox - insecticide for alien

Will there be an update to 0.15

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