New bug when trying to eyedropper rail as a target:
Error while running the event handler: __filtered-deconstruction-planner__/gui.lua:84: Unknown item "straight-rail".
Regards,
Search found 43 matches
- Wed Jul 13, 2016 12:18 am
- Forum: Mods
- Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
- Replies: 73
- Views: 51921
- Mon Jul 11, 2016 1:17 pm
- Forum: Releases
- Topic: Version 0.13.7
- Replies: 38
- Views: 28030
Re: Version 0.13.7
is it 2 million tiles or 2000 i just loaded my game and i now have a 2048 x 2048 (64x64 chunks) circular black boarder around my map this is tiny!
https://gyazo.com/8b6218dbb90cb21f1bda6421e02f461b
https://gyazo.com/8b6218dbb90cb21f1bda6421e02f461b
- Mon Jul 11, 2016 12:42 am
- Forum: Mods
- Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
- Replies: 73
- Views: 51921
Re: [MOD 0.13] Filtered Deconstruction Planner 0.4.3
Hey Dutch, loaded your mod into my current 0.13 game getting this error: Error while applying migration: Filtered Deconstruction Planner: filtered-deconstruction-planner_0.0.1.lua Cannot execute command. Error: [string "for _, player in pairs(game.players) do..."]:6: attempt to index field...
- Fri Apr 01, 2016 6:13 pm
- Forum: Technical Help
- Topic: Forcing us to Steam?
- Replies: 3
- Views: 1633
Forcing us to Steam?
I was messing around with making a mod and screwed up by editing some of my base game lua files so i came here to get the latest 12 experimental release to fix my game and found that the only thing available on the website now is version 11 even the experimental and headless server download pages ar...
- Mon Mar 21, 2016 6:28 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 619837
Re: Yuoki Industries - Informations, Suggestions, Questions
I got looking through the Railways portion of Yuoki Industries to see what lengths the entities are. Why do none of the entities seem to have whole number lengths? The total length is a combination of the lines connection_distance and joint_distance. For example, the "y_wagon_closed" enti...
- Mon Mar 21, 2016 1:22 am
- Forum: Mods
- Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
- Replies: 73
- Views: 51921
Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1
Okies please don't take anything i have said as criticism as the mod truly works and is superb in solo play I am trying to just blindly toss out ideas and possible options . the mod has been great and i really support it pretty much the only reason I am here trying to assist in making it succeed its...
- Sun Mar 20, 2016 6:17 pm
- Forum: Mods
- Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
- Replies: 73
- Views: 51921
Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1
Unique deconstruction planner items per player would still have the problem that you can't detect what player selected what entity with their item. All those deconstruction planner items (including the vanilla one) issue per selected entity the entity_marked_for_deconstruction event which only incl...
- Sun Mar 20, 2016 4:26 pm
- Forum: Mods
- Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
- Replies: 73
- Views: 51921
Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1
ok i see where your going here I take it if "multiplayer detected" unique additional "items/entities" could be added for instance player one crafts and carrys around entity deconstruction planner 1 and you tie all your player data to that entity and if player "2" crafts...
- Sun Mar 20, 2016 12:15 pm
- Forum: Mods
- Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
- Replies: 73
- Views: 51921
Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1
So discovered what i thought was a Vanilla bug turns out its this mod that is causing the problems. Multiplayer only one player can have any type of the deconstruction planner in their hand if more then one player is holding or trying to select it prevents all other players in the game from being ab...
- Sun Mar 20, 2016 11:45 am
- Forum: Not a bug
- Topic: Multiplayer - Deconstruct Tool
- Replies: 3
- Views: 2007
Re: Multiplayer - Deconstruct Tool
when we first discovered this it was the vanilla play through only a few mods (fat controller RSO FARL and Filtered Deconstruction Planner) i think filtered deconstruction planner was the only one in there that would have effected it. I'll test this with no mods at all and confirm back. Confirmed it...
- Sat Mar 19, 2016 10:13 pm
- Forum: Not a bug
- Topic: Multiplayer - Deconstruct Tool
- Replies: 3
- Views: 2007
Multiplayer - Deconstruct Tool
I have searched the forums for this report for the last 30 mins but did not find anything specific to this and tho it is not a crashing bug it sure does bug the hell out of us. While in multiplayer only one person can be holding the deconstruct tool in their cursor at any given time will this ever b...
- Fri Mar 18, 2016 11:03 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1561354
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
Hey Arch, I am calling my old Stream Modpack Complete so I am now working on Ver 2.0 mod pack interested using your mod is it ready for my testing I am going with a Bob's / Yuoki pack for 2.0 I know you said in stream you were adding support for the ores is it in this current release? Thanks. Brute.
- Thu Mar 17, 2016 5:23 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Pavement Drive Assist
- Replies: 30
- Views: 19592
Re: [MOD 0.12.x] Pavement Drive Assist
Tesing it now on livestream having a hard time figuring out how "wide" i need corners to keep it turning at any kind of speed.
- Thu Mar 17, 2016 5:10 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Pavement Drive Assist
- Replies: 30
- Views: 19592
Re: [MOD 0.12.x] Pavement Drive Assist
Thanks for the suggestion, I have implemented both changes. Also, 0.0.2 should work in multiplayer. As stated, I can't really test it (other than hosting a game and playing on my own). If anyone tries this mod in multiplayer I would appreciate it if you could come back and report if it worked or no...
- Wed Mar 16, 2016 9:59 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Pavement Drive Assist
- Replies: 30
- Views: 19592
Re: [MOD 0.12.x] Pavement Drive Assist
Interesting I have been looking for something like this but more along the lines of the Old 10.4 Bumpers mod : https://forums.factorio.com/viewtopic.php?f=87&t=5127 as i currently line my railways with concrete on ether side (or floor tiles from Yuoki or roadworks etc.) and be able to place road...
- Sat Mar 05, 2016 5:53 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 226485
Re: Friday Facts #128 - Back down to earth
Its funny the Dev of fortresscraft has been ranting about factorio on his stream all week and now claims the "unloader" ideal is stolen from him
- Tue Feb 23, 2016 5:49 pm
- Forum: Mods
- Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
- Replies: 73
- Views: 51921
Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.3.2
some players when joining mid game of a multiplayer game have no icon showing up they can construct the planner tool but cannot see the gui on screen when other players in the game can... is there a way to force the GUI to reload in game for these players?
- Tue Feb 23, 2016 12:03 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.23][posila] Save games with Multiplayers from 12.22 Crash - Mod
- Replies: 3
- Views: 4803
Re: 12.23 - save games with missing mod(s) crash
Are you sure it is not just an incompatibility with one or more mods with 12.23? (Although that still would be a bug, as 12.23 is supposed to be mod-compatible to 12.22.) Does the same happen when you load that save without any mods? Does it load when you add advanced-inserters again? I just tried ...
- Mon Feb 22, 2016 10:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.23][posila] Save games with Multiplayers from 12.22 Crash - Mod
- Replies: 3
- Views: 4803
[0.12.23][posila] Save games with Multiplayers from 12.22 Crash - Mod
any saved game with a mod missing now will not load game crashes to deskop. This is a Map save from 12.22 which had a mod (advanced inserters) in it which is now removed and the game crashes in 12.23. 0.001 2016-02-22 17:34:41; Factorio 0.12.23 (Build 17675, win64) 0.001 Operating system: Windows 10...
- Sun Feb 21, 2016 1:15 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 463251
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.5
we are also getting this error alot as well on the live stream its happening when one player dies and during respawn timer a base is destroyeddreadxx990 wrote:Hello, I'm not sure if its not work this one so it seem bug?
can you help me about this one?
Thank