Search found 125 matches
- Tue Oct 01, 2019 10:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.68] Multiplayer: saving a blueprint disconnects other player
- Replies: 12
- Views: 5842
Re: [0.17.68] Multiplayer: saving a blueprint disconnects other player
I have experienced a very similar or the same issue. Steps to reproduce in a mp game: 1. Import this large solar stamp: https://pastebin.com/3Exfkkxs 2. edit the bp to remove all panels and accus. 3. Click on the tick to save the bp. 4. The game disconnects me, its not a crash, its not a desync, I s...
- Thu Aug 22, 2019 7:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.66] Adding a rail signal causes waypoint stops to malfunction
- Replies: 3
- Views: 2928
Re: [kovarex] [0.17.66] Adding a rail signal causes waypoint stops to malfunction
https://www.reddit.com/r/factorio/comme ... d_no_path/ seems to be another example of the same problem.
- Sat Jul 13, 2019 8:15 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.54] Crash on loading save in illegal state.
- Replies: 5
- Views: 1176
- Wed Jul 10, 2019 9:25 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.54] Crash on loading save in illegal state.
- Replies: 5
- Views: 1176
Re: [0.17.54] Crash on loading save in illegal state.
> I'm not sure what you'd expect to happen from the game - if a corrupt state is detected it's a corrupt state. Well in an ideal world I would expect the game to migrate into a valid state as it does currently for loading old versions. Even removing the offending trains would be preferable to a cras...
- Sun Jul 07, 2019 1:30 pm
- Forum: Not a bug
- Topic: [0.17.54] Tile Grid obscures clone rectangles
- Replies: 5
- Views: 1026
Re: [0.17.54] Tile Grid obscures clone rectangles
thanks for the response, at least that makes sense. even if I dont like it.
- Sun Jul 07, 2019 6:51 am
- Forum: Not a bug
- Topic: [0.17.54] Tile Grid obscures clone rectangles
- Replies: 5
- Views: 1026
Re: [0.17.54] Tile Grid obscures clone rectangles
> Debug overlays are rendered over entire game.
This is not entirely true, it appears that the render order is:
Tile boundries,
clone rectangles
chunk boundries,
This is not entirely true, it appears that the render order is:
Tile boundries,
clone rectangles
chunk boundries,
- Fri Jul 05, 2019 9:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.54] Crash on loading save in illegal state.
- Replies: 5
- Views: 1176
[0.17.54] Crash on loading save in illegal state.
What happens The game aborts when I try to load the save I created when playing around with this bug , this was the bug where trains could pass straight thru each other. The reported error is: Error RailBlock.cpp:82: Block reserved by two different trains at the same time. (which makes complete sens...
- Fri Jul 05, 2019 8:45 pm
- Forum: Minor issues
- Topic: [0.17.54] [Minor] Grab pad on window in editor doesnt work.
- Replies: 1
- Views: 749
[0.17.54] [Minor] Grab pad on window in editor doesnt work.
What did I try to do.
In the editor -> "none" mode.
I pressed 'E' to open the item view.
Tried to drag the window around using the drag pad to the right of "Items", but it doesn't work
What happened
Nothing
What did I expect
To drag the window around.
In the editor -> "none" mode.
I pressed 'E' to open the item view.
Tried to drag the window around using the drag pad to the right of "Items", but it doesn't work
What happened
Nothing
What did I expect
To drag the window around.
- Fri Jul 05, 2019 8:41 pm
- Forum: Not a bug
- Topic: [0.17.54] Tile Grid obscures clone rectangles
- Replies: 5
- Views: 1026
[0.17.54] Tile Grid obscures clone rectangles
What did you do? I had the tile grid turned on to assist with the placement of entities. I tried to clone with "snap to chunk" enabled, What happened? was unable to see any of the selection rectangles because the tile grid obscured them. What did you expect to happen instead? It might be o...
- Fri Jun 21, 2019 8:08 am
- Forum: Won't fix.
- Topic: [17.50] Possible determinism issue involving belts, worms and lag
- Replies: 6
- Views: 2605
Re: [17.50] Possible determinism issue involving belts, worms and lag
If this was an issue, then it would cause desyncs every time a player who was lagging slightly stood on a belt without immunity. It appears that players moving on belts is treated as a player input rather than something that happens automatically. I dont know why this is, but I expect there is a goo...
- Wed Jun 19, 2019 9:06 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.49] Biters not attacking at the same frequency after patch
- Replies: 6
- Views: 5157
Re: [0.17.49] Biters not attacking at the same frequency after patch
I have seen a similar (possibly different bug) I think it has been there long before 0.17.49 but the update in 17.49 makes it much more obvious. The behavior I have observed is as follows: In a megabase with biters enabled (not peaceful) we had a large number of nests only a few chunks from the fact...
- Thu Jun 13, 2019 9:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.49] Trains can pass thru each other at speed.
- Replies: 8
- Views: 8444
- Thu Jun 13, 2019 9:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.49] Trains can pass thru each other at speed.
- Replies: 8
- Views: 8444
[kovarex] [0.17.49] Trains can pass thru each other at speed.
NB this is not trains passing between cargo wagons, this is trains passing thru the middle of each other. What did i do, I made a 3 way intersection where the trains could pass thru each other and didn't block each other without any chain signals. I made a post about it on reddit https://www.reddit....
- Fri May 17, 2019 9:53 pm
- Forum: Minor issues
- Topic: [0.17.41] Trains decelerate from 298 -> 259 kph in a single tick when in reverse (and certain other conditions are met)
- Replies: 2
- Views: 1292
Re: [0.17.41] Trains decelerate from 298 -> 259 kph in a single tick when in reverse (and certain other conditions are m
I believe the issue is in Train::updateSpeed()
that contains this line
double maxSpeed = this->maxForwardSpeed;
Clearly this should be conditional on the train direction.
that contains this line
double maxSpeed = this->maxForwardSpeed;
Clearly this should be conditional on the train direction.
- Fri May 17, 2019 9:41 pm
- Forum: Minor issues
- Topic: [0.17.41] Trains decelerate from 298 -> 259 kph in a single tick when in reverse (and certain other conditions are met)
- Replies: 2
- Views: 1292
[0.17.41] Trains decelerate from 298 -> 259 kph in a single tick when in reverse (and certain other conditions are met)
Related to https://forums.factorio.com/70758 and https://forums.factorio.com/viewtopic.php?f=11&t=68047 What did you do? I have a number of identical (well nearly some are going forwards and some reverse) dbl header trains that all have the same configuration of wagons / locos and fuel. These tr...
- Tue May 14, 2019 5:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.38] Nuclear Fuel Train not travelling at max speed
- Replies: 4
- Views: 2676
Re: [kovarex] [0.17.38] Nuclear Fuel Train not travelling at max speed
> Were the trains ever fueled with something else? If the old fuel hasn't been used up fully it could be running on the old fuel until it burns out, then it will start using the nuclear fuel.
No I have reproduced this bug with freshly placed trains.
No I have reproduced this bug with freshly placed trains.
- Sun May 12, 2019 9:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.38] Nuclear Fuel Train not travelling at max speed
- Replies: 4
- Views: 2676
[kovarex] [0.17.38] Nuclear Fuel Train not travelling at max speed
This appears related to https://forums.factorio.com/viewtopic.php?f=11&t=68047 but is a different bug that is present in .38 What did you do? I built a train network with dbl header trains fueled with nuclear fuel, but for testing reasons the trains only ever traveled in 1 direction. What happen...
- Fri May 03, 2019 1:51 pm
- Forum: Not a bug
- Topic: [0.17.35] LuaTechnology.level doesnt correspond to the current level for infinite mining-productivity
- Replies: 2
- Views: 592
Re: [0.17.35] LuaTechnology.level doesnt correspond to the current level for infinite mining-productivity
Ok so I have partly confused myself (not the first time)
The root of my confusion is that level is really next level and NOT the level currently researched.
The root of my confusion is that level is really next level and NOT the level currently researched.
- Fri May 03, 2019 9:34 am
- Forum: Not a bug
- Topic: [0.17.35] LuaTechnology.level doesnt correspond to the current level for infinite mining-productivity
- Replies: 2
- Views: 592
[0.17.35] LuaTechnology.level doesnt correspond to the current level for infinite mining-productivity
What did you do? ran the following command /c game.player.force.technologies["mining-productivity-4"].level = 189 What happened? MP appears to be at level 188, and bonus is 1880% Next available tech is mp-189 What did you expect to happen instead? It might be obvious to you, but do it anyw...
- Fri May 03, 2019 7:47 am
- Forum: Minor issues
- Topic: [0.17.35] Client changes the direction of underground belts when placing blueprint over existing belts.
- Replies: 2
- Views: 1067
[0.17.35] Client changes the direction of underground belts when placing blueprint over existing belts.
What did you do? Built an underground express belt going east to west. Made a copy of that UG belt (including both end) by selecting the copy tool from the toolbar I rotated it 180 degrees (pressed r twice) and pasted it directly on top of the original (left mouse click, no shift). What happened? Wh...