Search found 197 matches

by dgw
Mon Feb 05, 2018 4:09 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 271035

Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7

That error is already fixed if you are willing to unzip your mod and add a line. Read the last few posts.

It should also be fixed by 0.16.23, when it comes out.
by dgw
Sat Feb 03, 2018 10:09 pm
Forum: Not a bug
Topic: [16.22] artillary
Replies: 8
Views: 2449

Re: [16.22] artillary

Was repeatedly starting new games while doing some mod work just now (restarting Factorio every two minutes is fun!) and one of the times I clicked "Start" to generate a fresh map and start the freeplay, I heard the click sound effect three times. It only happened when I clicked by tapping...
by dgw
Sat Feb 03, 2018 5:15 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 228242

Re: [MOD 0.16] Warehousing v0.1.1

The filter slot for the storage warehouse was accidentally left out in 0.1.1. It'll be included in Warehousing 0.1.2, once I also fix the other stuff I want to get fixed. If you don't want to wait, and you're comfortable unzipping the mod and editing one of the files, this is all you have to change....
by dgw
Sat Feb 03, 2018 3:20 pm
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 78599

Re: Friday Facts #228 - High resolution turrets

Absolutely love them. Great work! We believe that the new stand fits much better to the laser turret as it doesn't need any super heavy basing, and makes the two turrets more visually distinguishable. I get that I really do. More elegant basing totally fits laser turrets. However,... it's kinda wei...
by dgw
Sat Feb 03, 2018 6:00 am
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 78599

Re: Friday Facts #228 - High resolution turrets

Well I know which mod won't be updated for 0.17... Beamed lasers in vanilla? Yes!

I'm going to cross my fingers and hope that the personal laser defense gets beams too, for consistency.
by dgw
Fri Feb 02, 2018 9:32 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 271035

Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7

aober93 wrote:just added the line "enter_vehicle_distance = 1," in the prototypes/fatcontroller.lua by all the other properties for the time being
I've done the same, but using 0 instead.
by dgw
Fri Feb 02, 2018 5:28 pm
Forum: Not a bug
Topic: [16.22] artillary
Replies: 8
Views: 2449

Re: [16.22] artillary

Marking a target does only fire 1 shell unless you've got a mod that changes it. Or your mouse is super broken and is clicking 7 times :P See, that's what I thought. :P I haven't used manual artillery much, the automatic range is plenty! (And it's a lot more fun to watch.) Into "Not a Bug"...
by dgw
Fri Feb 02, 2018 5:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.22] PlayerPrototype::enter_vehicle_distance should have a default value
Replies: 2
Views: 1577

Re: [0.16.22] PlayerPrototype::enter_vehicle_distance should have a default value

I put it in bug reports not specifically because it "breaks" mods, but because of what I said about the property itself: a new property should have a default value, at least for a transitional period. It's just nice software design for the user, avoiding breakage unless needed. Causing mod...
by dgw
Fri Feb 02, 2018 4:34 pm
Forum: Not a bug
Topic: [16.22] artillary
Replies: 8
Views: 2449

Re: [16.22] Artillery fires more shots than ordered?

It would certainly explain how my friend yesterday used up 250 shells in a matter of a few minutes yesterday in multiplayer. Seems like marking a target should fire only one shell, though. Or enough shells to guarantee its destruction based on artillery damage?
by dgw
Fri Feb 02, 2018 4:32 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.22] PlayerPrototype::enter_vehicle_distance should have a default value
Replies: 2
Views: 1577

[0.16.22] PlayerPrototype::enter_vehicle_distance should have a default value

Version 0.16.22 added a new property, PlayerPrototype::enter_vehicle_distance. This breaks existing mods like The Fat Controller (https://forums.factorio.com/viewtopic.php?f=92&t=4504&start=320#p340182) because the new property is not assigned a default value if missing. I believe it should ...
by dgw
Fri Feb 02, 2018 4:28 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 271035

Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7

It's the newly added PlayerPrototype::enter_vehicle_distance property. For some reason it's required, and will not be assigned a default value.

Edit: Rseding91 says he will add a default value. viewtopic.php?f=30&t=57415&p=340262#p340258
by dgw
Thu Feb 01, 2018 5:04 pm
Forum: Resolved Problems and Bugs
Topic: [16.21] Crash on save load: "agui::Widget::applySizeRestrictionsInternal" MR
Replies: 12
Views: 8252

Re: [16.21] Crash on save load: "agui::Widget::applySizeRestrictionsInternal" MR

Since Kellan says Railway Painter did it as well, I'm attaching my copy of that in addition to Factorissimo2. It hasn't been updated in several weeks, so we should have the same version. Also, here is a log file showing the crash with only "base" and "Factorissimo2" enabled: 0.00...
by dgw
Thu Feb 01, 2018 4:45 pm
Forum: Resolved Problems and Bugs
Topic: [16.21] Crash on save load: "agui::Widget::applySizeRestrictionsInternal" MR
Replies: 12
Views: 8252

Re: [0.16.21] Crash on load

I have Railway Painter disabled. Will need more trial-and-error to isolate another mod as the culprit, starting with anything that touches the GUI (because that's usually what's causing mod-related crashes in my experience).

Edit: In my save, narrowed it down to Factorissimo2.
by dgw
Thu Feb 01, 2018 4:35 pm
Forum: Resolved Problems and Bugs
Topic: [16.21] Crash on save load: "agui::Widget::applySizeRestrictionsInternal" MR
Replies: 12
Views: 8252

Re: [0.16.21] Crash on load

Kellan's crash looks a lot like mine, crashing right after upgrade-planner finishes deleting invalid configs (which it does on every load, for some reason). 0.001 2018-02-01 10:29:29; Factorio 0.16.21 (build 35356, win64, steam) 0.001 Operating system: Windows 7 Service Pack 1 0.001 Program argument...
by dgw
Tue Jan 30, 2018 4:54 am
Forum: Mods
Topic: Epic Artillery Sounds
Replies: 11
Views: 7514

Re: Epic Artillery Sounds

OP says "Sample provided", but doesn't link to a sample. Though it does say "Epic Artillery Sound.zip" near the top, that doesn't link to a file.
by dgw
Sun Jan 28, 2018 6:02 pm
Forum: Pending
Topic: [0.16.20] Kernel Protection Failure from mod
Replies: 2
Views: 1039

[0.16.20] Kernel Protection Failure from mod

This is a new type of crash for me. Usually Factorio can at least tell me that something happened which shouldn't have, and prompt me to send a log. This time, the game just became unresponsive for a few seconds, then crashed to the desktop. Since updating to 0.16, I've had Outpost Planner (and its ...
by dgw
Sat Jan 27, 2018 3:19 pm
Forum: Not a bug
Topic: [0.16.17] Small Localisation issue
Replies: 7
Views: 2364

Re: [0.16.17] Small Localisation issue

About how often are localization updates pulled, out of curiosity?
by dgw
Sat Jan 27, 2018 12:37 pm
Forum: Not a bug
Topic: [0.16.17] Small Localisation issue
Replies: 7
Views: 2364

Re: [0.16.17] Small Localisation issue

Fixing this might be as simple as getting involved on Crowdin: https://crowdin.com/project/factorio/de
by dgw
Sat Jan 27, 2018 12:33 pm
Forum: Not a bug
Topic: [0.16.18] Atomic Bomb death unlocks Golem Achivment
Replies: 2
Views: 1333

Re: [0.16.18] Atomic Bomb death unlocks Golem Achivment

That's definitely why. From the wiki : Instead of dealing all of its damage in a single explosion, the atomic bomb creates a wave of 2000 small, high-damage explosions in an expanding ring. Each small explosion deals 400 Explosion damage in a radius of 3, and the ring expands to cover a radius of 35...
by dgw
Sat Jan 27, 2018 6:09 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.19] "Import string" dialog closes itself in BP library
Replies: 4
Views: 1432

Re: [0.16.19] "Import string" dialog closes itself in BP library

I switched to experimental at 0.16.16, so the real "change" between .18 and .19 is that .19 was the first 0.16 release when I tried to import a blueprint at all. That said, it sounds like the fix you put in is an improvement, since mods doing something in the background should probably not...

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