- Screenshot from 2017-06-06 01-35-08.png (2.65 MiB) Viewed 2646 times
Search found 528 matches
- Mon Jun 05, 2017 11:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] blueprint gui not expanding.
- Replies: 2
- Views: 2646
- Mon Jun 05, 2017 10:10 pm
- Forum: Not a bug
- Topic: rocket silo bug?
- Replies: 1
- Views: 991
rocket silo bug?
I placed my rocket module and started building it with the robots.
Then I clicked the silo and saw: I mined the silo and placed it again, which fixed the problem.
edit: Not a bug. I know why.
Then I clicked the silo and saw: I mined the silo and placed it again, which fixed the problem.
edit: Not a bug. I know why.
- Mon Jun 05, 2017 8:48 pm
- Forum: Not a bug
- Topic: filled inventory, low fps
- Replies: 1
- Views: 987
filled inventory, low fps
klonan asked for sample maps where the fps is low so the devs could optimize there code.
1) increase your inventory:
player.character.character_inventory_slots_bonus = 10000
2) fill your inventory:
player.insert{name="iron-ore", count=40000}
3) deconstruct some trees or something else ...
1) increase your inventory:
player.character.character_inventory_slots_bonus = 10000
2) fill your inventory:
player.insert{name="iron-ore", count=40000}
3) deconstruct some trees or something else ...
- Sun Jun 04, 2017 5:38 pm
- Forum: Pending
- Topic: [15.18] Crash after: "disconnect at .../Fluid/FluidBox.cpp:195"
- Replies: 2
- Views: 1217
Re: [15.18] Crash after: "disconnect at .../Fluid/FluidBox.cpp:195"
I can't reproduce it myself.Loewchen wrote:Post the save please, describe what you did.
Though dev's might see something in the log
- Sun Jun 04, 2017 12:43 pm
- Forum: Pending
- Topic: [15.18] Crash after: "disconnect at .../Fluid/FluidBox.cpp:195"
- Replies: 2
- Views: 1217
[15.18] Crash after: "disconnect at .../Fluid/FluidBox.cpp:195"
game freezes then crashes.
- 2 player online
- deconstructed a part of the map (refineries)
- placed the blueprint again
- freeze
- 2 player online
- deconstructed a part of the map (refineries)
- placed the blueprint again
- freeze
- Sun Jun 04, 2017 9:50 am
- Forum: Won't fix.
- Topic: saveing a game
- Replies: 1
- Views: 1215
saveing a game
1) when you have a zipped version and an unzipped version/folder you dont know which is which inside the load gui.
eg. /saves/mygame > "mygame" and /saves/mygame.zip > "mygame"
my solution: add the .zip extension when both are present.
eg. /saves/mygame > "mygame" and /saves/mygame.zip > "mygame.zip ...
eg. /saves/mygame > "mygame" and /saves/mygame.zip > "mygame"
my solution: add the .zip extension when both are present.
eg. /saves/mygame > "mygame" and /saves/mygame.zip > "mygame.zip ...
- Sat Jun 03, 2017 8:27 pm
- Forum: Not a bug
- Topic: infinite technology research is never researched.
- Replies: 2
- Views: 1834
Re: infinite technology research is never researched.
Rseding91 wrote:That's by design. You need to check "level" for infinite style technologies to see to what level it has been researched.
but level is always 6 even when research is at 2
- Sat Jun 03, 2017 7:10 pm
- Forum: Not a bug
- Topic: infinite technology research is never researched.
- Replies: 2
- Views: 1834
infinite technology research is never researched.
f.technologies["worker-robots-speed-6"].researched
stays false even if level is higher than 6.
eg.
f.technologies["worker-robots-speed-6"].level = 9
f.technologies["worker-robots-speed-6"].researched = false
btw: level is 6 even if research is still at "worker-robots-speed-2"
stays false even if level is higher than 6.
eg.
f.technologies["worker-robots-speed-6"].level = 9
f.technologies["worker-robots-speed-6"].researched = false
btw: level is 6 even if research is still at "worker-robots-speed-2"
- Sat Jun 03, 2017 6:52 pm
- Forum: Resolved Problems and Bugs
- Topic: api documentation typo
- Replies: 1
- Views: 1087
api documentation typo
http://lua-api.factorio.com/latest/LuaT ... logy.force
force :: LuaForce [Read-only]
The force this technology blongs to.
- Sat Jun 03, 2017 5:58 pm
- Forum: Gameplay Help
- Topic: Blueprint strings...
- Replies: 5
- Views: 6673
Re: Blueprint strings...
I always export my book and save the string in a file. I might place the book in the game section or my section but always from string. I have had to redo too many setups.
- Sat Jun 03, 2017 5:42 pm
- Forum: Not a bug
- Topic: [A 0.15.16] Terrible Multiplayer FPS for no apparent reason?
- Replies: 20
- Views: 9664
Re: [A 0.15.16] Terrible Multiplayer FPS for no apparent reason?
If you'd like we can limit the map sizes and restrict the number of entities you can place
I was thinking more like that compress plates mod
I think you can imagine that this exact problem would reoccur even with compressing of items,
There is no perfect solution,
But we are optimizing and ...
I was thinking more like that compress plates mod
I think you can imagine that this exact problem would reoccur even with compressing of items,
There is no perfect solution,
But we are optimizing and ...
- Sat Jun 03, 2017 1:18 pm
- Forum: Mods
- Topic: [SAVEFILEMOD 0.16.51+] SL-extended (autodownload/serverside)
- Replies: 50
- Views: 32284
Re: [SAVEFILEMOD 0.15] SL-extended (autodownload/serverside)
- 20170603
* Auto capitalize renamed entities. (the first letter of each word)
* Station Scheduler tries to guess the station type('Unloading', 'Loading')
added some pictures in the 2nd post.
moved changelog to the 3th post.
* Auto capitalize renamed entities. (the first letter of each word)
* Station Scheduler tries to guess the station type('Unloading', 'Loading')
added some pictures in the 2nd post.
moved changelog to the 3th post.
- Sat Jun 03, 2017 12:33 pm
- Forum: Not a bug
- Topic: guiElement drop-down not updating selected_index
- Replies: 3
- Views: 1535
Re: guiElement drop-down not updating selected_index
Figured it out.
works:
works
doesn't work

works:
Code: Select all
global["dropdown"].selected_index = index
Code: Select all
local temp = global["dropdown"]
temp.selected_index = index
Code: Select all
local temp = global["dropdown"].selected_index
temp = index
- Sat Jun 03, 2017 7:45 am
- Forum: Not a bug
- Topic: guiElement drop-down not updating selected_index
- Replies: 3
- Views: 1535
guiElement drop-down not updating selected_index
eg.
The value is changed but the gui is not updated with the new content.
Code: Select all
dropDown.selected_index = 2- Fri Jun 02, 2017 11:05 pm
- Forum: Mods
- Topic: [SAVEFILEMOD 0.16.51+] SL-extended (autodownload/serverside)
- Replies: 50
- Views: 32284
Re: [SAVEFILEMOD 0.15] SL-extended (autodownload/serverside)
- 20170602
* huge gui change/improvement
* add /slay <player> - slay a player. (admin only)
* add /zoom [1,100]
* removed zoom in / out buttons from gui (see new command)
* removed trash button
* armor changes
* huge gui change/improvement
* add /slay <player> - slay a player. (admin only)
* add /zoom [1,100]
* removed zoom in / out buttons from gui (see new command)
* removed trash button
* armor changes
- Fri Jun 02, 2017 9:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] multiplayer game hosting not remember name over sessions.
- Replies: 1
- Views: 5861
[Twinsen] multiplayer game hosting not remember name over sessions.
description is remembered but not the name (=title) in hosting a multiplayer game using factorio steam version (Not headless)
- Fri Jun 02, 2017 7:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Wrong documentation: radiobutton not radio-button
- Replies: 1
- Views: 1072
[Rseding91] Wrong documentation: radiobutton not radio-button
http://lua-api.factorio.com/latest/LuaGuiElement.html
mentions both radiobutton and radio-button.
mentions both radiobutton and radio-button.
- Fri Jun 02, 2017 6:49 pm
- Forum: News
- Topic: Friday Facts #193 - Party planning & plans
- Replies: 32
- Views: 25716
- Fri Jun 02, 2017 11:31 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.15.18] game crashes when loading a sprite-button
- Replies: 6
- Views: 4365
Re: [0.15.18] [kovarex] game crashes when loading a sprite-button
So If I understand it correct, the error is, that the headless server doesn't close when it encounters an error, but just continue being in a failed state.
I'm fixing it for 0.15.19
I'm just running the server in my steam factorio version while playing it.
when relaunching the edited save game ...
I'm fixing it for 0.15.19
I'm just running the server in my steam factorio version while playing it.
when relaunching the edited save game ...
- Fri Jun 02, 2017 9:59 am
- Forum: Not a bug
- Topic: on_player_selected_area not called w deconstruction planner
- Replies: 3
- Views: 1496
Re: on_player_selected_area not called w deconstruction planner
I know a deconstruction planner is not a selection tool (type).
I don't care if it's that type.
I would just like it to trigger the event
I don't care if it's that type.
I would just like it to trigger the event