There is a biter attack up north and when one of the buggers destroys a power pole the game crashes.
Edit:
wrong crash log
Search found 584 matches
- Sun Feb 18, 2018 12:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.24] Crash when biter kills power pole
- Replies: 4
- Views: 1774
- Fri Feb 16, 2018 8:11 am
- Forum: Ideas and Suggestions
- Topic: Discord Rich Presence / GameBridge
- Replies: 18
- Views: 10198
Re: Discord Rich Presence / GameBridge
Instead of "Integrating it with Discord", use a launch protocol/URI and register it as a handler with the various operating systems. In the same way a user clicks https://blah and it opens up a web browser or steam://whatever-game-it-is, make a factorio://blah URI. That way every applicati...
- Fri Feb 16, 2018 8:04 am
- Forum: Railway Setups
- Topic: Train Station next generation
- Replies: 6
- Views: 5280
Re: Train Station next generation
I don't see any part of the top station that interacts with the bottom station.vinnief wrote:There's nothing compact about this, you have consumed the space of two stations which cannot be used independently since they share a 4-belt balancer...
- Fri Feb 16, 2018 8:00 am
- Forum: Implemented Suggestions
- Topic: Search for train stops by name in the map / Map search for tags and train stops
- Replies: 28
- Views: 8471
Re: [0.16.23] Search for train stops by name in the map
Another thing that would be useful is an "Open in map" button on stops that when you clicked it, opened the map over that station (or one of them anyway...)
Edit:
I see that you made that suggestion in a separate thread
Edit:
I see that you made that suggestion in a separate thread
- Wed Feb 14, 2018 11:33 pm
- Forum: Ideas and Suggestions
- Topic: enforce player chat color to be readable
- Replies: 10
- Views: 11343
Re: enforce player chat color to be readable
Thank you.
- Wed Feb 14, 2018 11:26 pm
- Forum: Ideas and Suggestions
- Topic: Statistics
- Replies: 3
- Views: 1129
Re: Statistics
This is one of those things that would be better done as a mod (if you could make "non-game-changing" mods it would be better). You could also encode the logic into a scenario, or drop it into the control.lua of the save game. 1) Every tick (or appropriate duration) output the current stat...
- Wed Feb 14, 2018 11:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.2] Map colors: major visibility issues
- Replies: 15
- Views: 6540
Re: [gfx] [16.2] Map colors: major visibility issues
Anyone ever played Seven Kingdoms? In that game the mini-map had 3 visual settings 1) Fully drawn All items, including the terrain types were drawn. 2) Flat map Land is gray, water is blue and all obstetrical (cliffs & water), buildings, towns & units were drawn 3) minimum Land is gray, wate...
- Sat Feb 10, 2018 11:57 pm
- Forum: Modding help
- Topic: I really need help with my mod
- Replies: 16
- Views: 4038
Re: I really need help with my mod
Instead of using script.on_event({defines.events.on_tick}, try script.on_event({defines.on_player_ammo_inventory_changed}. It will tell you what player has had their inventory changed in some way. As for the crash, I don't think that local stack = inventory[1 or 2 or 3] does what you think it does. ...
- Sat Feb 10, 2018 11:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.22]Changing recipe does not give back all items
- Replies: 14
- Views: 10953
Re: [0.16.22]Changing recipe does not give back all items
If you're really that concerned with it we could change productivity to only apply after the normal recipe cycle finishes but it's going to add extra memory usage and save size per crafting machine in the game. This sounds like the solution to me. If you are worried about the memory & save size...
- Fri Feb 02, 2018 2:09 am
- Forum: Ideas and Suggestions
- Topic: Destroyed things drop inventory
- Replies: 11
- Views: 5621
Re: Destroyed things drop inventory
I would suggest doing it for the reason that it is annoying. At the moment if you destroy a chest the items disappear, so for by-products like the dirt and gravel (or bob's mods white fluffy things of annoyance) you just blow them up. If they all dropped on the floor then you would have a consequenc...
- Mon Jan 22, 2018 12:58 am
- Forum: Not a bug
- Topic: [0.16.16] Requester Chests requests grouped weirdly
- Replies: 3
- Views: 1722
Re: [0.16.16] Requester Chests requests grouped weirdly
Could you imagine my requestor chests that are requesting rocket fuel for my trains NOT being serviced because it's only requesting one item?
- Mon Jan 22, 2018 12:54 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 372629
Re: Bot maintenance
What would be the mechanism that would cause the bot to go to get maintained? If you have some form of external "repair" entity then It's probable that one bot will always remain in the air never going into a roboport so can never be "removed to be repaired". This will mean that ...
- Mon Jan 22, 2018 12:36 am
- Forum: Ideas and Suggestions
- Topic: Accumulator charge % in Electric network info
- Replies: 7
- Views: 3577
Re: Accumulator charge % in Electric network info
I have been meaning to suggest this for a loooong time, but as it only affects me when I am running out of power it doesn't pop into my head very often.
so... +1
so... +1
- Thu Jan 18, 2018 8:33 am
- Forum: Gameplay Help
- Topic: A simple memory counter didnt work (combinators)
- Replies: 4
- Views: 1764
Re: A simple memory counter didnt work (combinators)
Your "memory cell" is accumulating the input value on each game tick (60 ticks in a second). So what you have built here is a clock. What you want is a pulse into the cell (a value for a single tick). Inserters & belts can be set to a "pulse" mode so that it only emits the va...
- Thu Jan 18, 2018 6:28 am
- Forum: Ideas and Suggestions
- Topic: Ghost/Fake objects to place for the buildrobots
- Replies: 4
- Views: 1605
Re: Ghost/Fake objects to place for the buildrobots
I think the feature you are talking about will come along with the GUI rewrite: https://www.factorio.com/blog/post/fff-191 In it they discuss changing the toolbar from an inventory to a "spellbar" like thing that acts more like most RPG's have. Is this the behaviour you are after or have I...
- Wed Jan 17, 2018 1:07 pm
- Forum: Ideas and Suggestions
- Topic: Always capture trainstop names in blueprints
- Replies: 22
- Views: 7348
Always capture trainstop names in blueprints
TL;DR Don't make us remember to check "Station names" in the blueprints, instead have it marked as default (or give us an option to have it marked as default). What ? Doing lots of train stations such as iron ore & copper or pickups & drop offs is extremely annoying when you need ...
- Tue Jan 16, 2018 3:10 am
- Forum: Duplicates
- Topic: Crash for unknown reason
- Replies: 3
- Views: 998
Re: Crash for unknown reason
I would guess that that is the cause. It produces a similar stack trace when I move the cursor over the boundary of the window. But it's variable. Sometimes I can move it just over the screen boundary and sometimes I can move it over 4-5cm into the second monitor. What is most interesting is that I ...
- Sun Jan 14, 2018 8:12 am
- Forum: Duplicates
- Topic: Crash for unknown reason
- Replies: 3
- Views: 998
Crash for unknown reason
Hi,
Crash log attached.
No idea what caused the crash. Was traveling in a train when it occurred. Reloaded the game and loaded from the save (was already in the train) and no crash occurred.
Crash log attached.
No idea what caused the crash. Was traveling in a train when it occurred. Reloaded the game and loaded from the save (was already in the train) and no crash occurred.
- Thu Jan 11, 2018 6:07 am
- Forum: Ideas and Suggestions
- Topic: Additional roboport stat - number of charging bots
- Replies: 3
- Views: 1155
Re: Additional roboport stat - number of charging bots
If you have arcs waiting to charge, and haven't done something recently to put an abnormal load on your logistics bots (eg replaced some chests with active providers to get the bots to empty the chests), then you need more roboports. Yes, but being able to hook it up to the network and cause an ala...
- Sat Jan 06, 2018 2:17 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 345369
Re: Friday Facts #224 - Bots versus belts
For me, bots vs belts isn't a thing. I don't use bots because they are easier than belts, I use them because they use less UPS per item moved than belts. That is the ultimate measurement I use for any build, CPU consumption per item created. If you are able to make belts use less UPS than bots, then...