Factorio crashes when I try to load this savefile, 2/2 times. I've tested one other savefile and that works.
Savefile and logfile and dump file attached.
Search found 2120 matches
- Thu May 02, 2019 9:33 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.34] Crash on load - CraftingOrder::save - access violation
- Replies: 2
- Views: 1819
- Thu May 02, 2019 1:31 am
- Forum: Ideas and Suggestions
- Topic: Directional Rails!
- Replies: 4
- Views: 1409
Re: Directional Rails!
Are you constantly switching between Right Handed Driving and LHD in your train network? Consider sticking to one.
Hope I don't meet you in traffic
Hope I don't meet you in traffic
- Thu May 02, 2019 1:27 am
- Forum: Ideas and Suggestions
- Topic: Toggle Filter rebind
- Replies: 1
- Views: 760
Re: Toggle Filter rebind
All my mice have broken scroll wheels. I can't scroll but I can still click with the scroll wheel. For now.
+1
+1
- Thu May 02, 2019 1:14 am
- Forum: Outdated/Not implemented
- Topic: Suggestion to change Whitelist/Blacklist terms
- Replies: 57
- Views: 16394
Re: Suggestion to change Whitelist/Blacklist terms
The filter inserter has the language "Whitelist" for objects it should pick up, and "Backlist" for objects it should avoid. These terms are generally frowned upon . I think this is a good reason on its own to change the terms but I do have a couple more thoughts on them. I disag...
- Wed May 01, 2019 7:20 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361456
Re: [MOD 0.17+] Untitled WIP
I haven't played Starcraft but these do remind me of the SC2 style. I like it. I'm not really interested in recipe changing mods but these really do look really well done. Not exactly in the style of Factorio but close enough to not look out of place and they are definitely all internally consistent...
- Wed May 01, 2019 6:19 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Beautiful Sushi Belts
- Replies: 85
- Views: 103234
Re: Beautiful Sushi Belts
well the purpose of this isn't to be compact (we can't really talk about work since there are blueprints) but to be powerful and beautiful. you're mainly right on the clogging part, any overfed item will stack between its scavenge filter splitter and its first splitter, but if these items are consu...
- Wed May 01, 2019 4:28 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 270304
- Wed May 01, 2019 2:24 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Beautiful Sushi Belts
- Replies: 85
- Views: 103234
Re: Beautiful Sushi Belts
yeah koub you're right, every single feed belt needs to be full, but you can add a simple circuit to stop the belt in that case. The circuit does mean the sushi belt won't lock up when 1 ingredient is missing. But instead, you get a completely empty belt when 1 ingredient is missing. It's not reall...
- Wed May 01, 2019 1:34 pm
- Forum: Combinator Creations
- Topic: Perfect 0~drain Laser: Blueprintable and Chunky!
- Replies: 9
- Views: 6894
Re: Perfect 0~drain Laser: Blueprintable and Chunky!
Is the triple laser row design sufficient for 0.17, especially when it triggers retaliation attacks against Artillery? These retaliatory strikes can be pretty severe at evolution factors over 90% when you are expanding your base (hitting large dense nests) . My biggest concern are the spitters. Tho...
- Tue Apr 30, 2019 11:18 pm
- Forum: Ideas and Suggestions
- Topic: x < N, anything/everything. Real math or "Factorio" math?
- Replies: 19
- Views: 3644
Re: x < N, anything/everything. Real math or "Factorio" math?
I was trying to see if anyone would care... :lol: This is great, thank you ! I'll upload it. (I have several unpublished mods because I never got around to do them "properly"... maybe now I will !) I love the name ! :D Looks like that the only way to make a mod compatible across multiple ...
- Tue Apr 30, 2019 9:15 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Turn Biters Into Zerg
- Replies: 6
- Views: 1823
Re: [Request] Turn Biters Into Zerg
https://mods.factorio.com/mod/Humanoids
A mod that makes natives into people and tanks. And worms become turrets. Spawners become nuclear reactors.
A mod that makes natives into people and tanks. And worms become turrets. Spawners become nuclear reactors.
- Tue Apr 30, 2019 7:40 pm
- Forum: Ideas and Suggestions
- Topic: x < N, anything/everything. Real math or "Factorio" math?
- Replies: 19
- Views: 3644
Re: x < N, anything/everything. Real math or "Factorio" math?
Btw, any reason why a red/green * is used as an icon instead of ∀ / ∃ ? I've wanted to do this for a while, so : Have you released those as a mod yet or are you submitting them in hope of someone else doing it? May I present to you: The Mod That Makes Anything And Everything Better! TheModThatMakes...
- Tue Apr 30, 2019 7:30 pm
- Forum: Ideas and Suggestions
- Topic: x < N, anything/everything. Real math or "Factorio" math?
- Replies: 19
- Views: 3644
Re: x < N, anything/everything. Real math or "Factorio" math?
Anything < 5 is true when fed an iron plate signal of 1 or -1, but false when the iron plate signal is 0 not present. So 0 > 5. Anything > -5 is true for iron plate -1 or 1, but false when the iron plate = 0 is not present. So 0 < -5. FTFY. If no signals are present, then no signals are present. Yo...
- Tue Apr 30, 2019 6:56 pm
- Forum: Ideas and Suggestions
- Topic: x < N, anything/everything. Real math or "Factorio" math?
- Replies: 19
- Views: 3644
Re: x < N, anything/everything. Real math or "Factorio" math?
It's a bit weird when 0 doesn't exist. Anything < 5 is true when fed an iron plate signal of 1 or -1, but false when the iron plate signal is 0. So 0 > 5. Anything > -5 is true for iron plate -1 or 1, but false for iron plate = 0. So 0 < -5. Or if you have a wire with 1 green, 2 red and 3 blue and d...
- Tue Apr 30, 2019 12:49 am
- Forum: Ideas and Requests For Mods
- Topic: Thinking about improving my Routing / Logistics mod
- Replies: 4
- Views: 1550
Re: Thinking about improving my Routing / Logistics mod
I'm starting to understand it a bit now. I want it to have artificial costs and limitations because the plan calls for teleporting items between chests (intended to eliminate much of the need to mess with combinators and inserter filters) - Costs and restrictions are for preventing the routing mod f...
- Sun Apr 28, 2019 11:28 pm
- Forum: Questions, reviews and ratings
- Topic: Colored Science Lab Animations
- Replies: 4
- Views: 1920
Re: Colored Science Lab Animations
v0.0.4 is obviusly not the first version, just the first version in the changelog. If you check the github page there's a commit 2019-03-07. But I misread his first post. My bad. I didn't know the lab is red in the new tutorial and I wasn't reading carefully. So I thought he was trolling because he ...
- Sun Apr 28, 2019 9:20 pm
- Forum: Questions, reviews and ratings
- Topic: Colored Science Lab Animations
- Replies: 4
- Views: 1920
Re: Colored Science Lab Animations
Yes. There's a mod like that.
- Go to the mod portal.
- Click 'my mods' in the top right corner. This will bring you a list of mods where this mod is included.
- Sun Apr 28, 2019 9:15 pm
- Forum: Questions, reviews and ratings
- Topic: Looking for some advice on creating a recipe randomizer mod
- Replies: 4
- Views: 2071
Re: Looking for some advice on creating a recipe randomizer mod
If you are making a mod then Lua is the only option, that is what Factorio supports. You don't have to 'extract' anything since data.raw is accessible to mods. If you want to make an external tool then you can use a JSON exporting mod like Data Exporter to JSON or Ploppy data exporter . Or regex the...
- Sun Apr 28, 2019 8:56 pm
- Forum: Ideas and Requests For Mods
- Topic: Thinking about improving my Routing / Logistics mod
- Replies: 4
- Views: 1550
Re: Thinking about improving my Routing / Logistics mod
Maybe post a video on how the mod works and how to use it? And then show how the new mod would differ. I don't even know what the mod does so there's no way I can understand how it should be changed or how to use it. Every description is almost completely non-informative. To help you understand why ...
- Sun Apr 28, 2019 8:15 pm
- Forum: Ideas and Requests For Mods
- Topic: Mobile artillery turrets
- Replies: 9
- Views: 4798
Re: Mobile artillery turrets
If you have long range artillery then you could automate artillery targeting with my new mod Artillery Combinator that can target coordinates via circuit network and https://mods.factorio.com/mod/aai-programmable-structures to find nests close to your tank. So similar to how I automated deforestatio...