Search found 129 matches
- Sat May 26, 2018 3:09 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 26460
Re: [MOD 0.16.x] NiceFill
Yeah, i just wrote both of you XD , and he do update faster. lol He updated because the bug was impossible to fix on my side :) NI overrides water placement, so when NF tried to generate a hidden map chunk with no water to copy textures from, NI stealthily added water there anyway. So the solution ...
- Fri May 25, 2018 9:47 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 26460
Re: [MOD 0.16.x] NiceFill
Hello, i have some weird interactions with New Islands mod, if i have both enabled(just test right now, just 2 mods), if i place landfill on rivers from NI, it don't change anything, just retextrured grass, and that's it, without NiceFill, it pop out grass, as usual. New Islands mod now supports Ni...
- Thu May 24, 2018 6:53 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 26460
Re: [MOD 0.16.x] NiceFill
Hello, i have some weird interactions with New Islands mod, if i have both enabled(just test right now, just 2 mods), if i place landfill on rivers from NI, it don't change anything, just retextrured grass, and that's it, without NiceFill, it pop out grass, as usual. I'll check this when i get back...
- Fri May 11, 2018 2:17 am
- Forum: Pending
- Topic: [Dominik] [0.16] Rounding glitch for recipes with fractional ingredien
- Replies: 6
- Views: 2228
Re: [Dominik] [0.16] Rounding glitch for recipes with fractional ingredien
Can you upload a set of mods and a small save file that reproduce the problem described here? I think i just found a way to reproduce it, by accident. Additionally it seems to be a gui glitch of some sort, because the craftable item count changes after i close and reopen players inventory, without ...
- Sun Apr 08, 2018 8:31 am
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 26460
Re: [MOD 0.16.x] NiceFill
Can't you add sanity checks on placing landfill that it not crashes? I have added a pcall wrapper for creating surface copy, and it seems to be stable workaround. Now, when the bug happens, you'll get a message and landfill will revert back to the default texture without soft crashing the game. 0.1...
- Sun Apr 08, 2018 5:01 am
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 26460
Re: [MOD 0.16.x] NiceFill
It might be possible (until the outcome of your bug report) in the meantime for you to use the on_config_changed event rewrite the map_gen_settings by removing invalid ones yourself. (iterate the table and remove anything with no data.raw["auto-place-controls"] etc etc) Thanks for the sug...
- Sun Apr 08, 2018 4:47 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [for 0.17] [0.16.36] LUA map_gen_settings for Nauvis become invalid
- Replies: 1
- Views: 1244
[Rseding91] [for 0.17] [0.16.36] LUA map_gen_settings for Nauvis become invalid
The problem does not seem to be version specific, i just found a way to reproduce it. If a mod adds any entity that modifies autoplace_controls, like a new kind of ore, and you create a new game, play it for a while, and then mod gets updated in a way that removes, or changes the name of an ore, Nau...
- Sun Apr 08, 2018 3:37 am
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 26460
Re: [MOD 0.16.x] NiceFill
Hi, i get this error on placing landfill: 204.353 Error MainLoop.cpp:1029: Exception at tick 12495134: Error while running event nicefill::on_player_built_tile (ID 45) "infinite-clowns-ore1" is not a valid autoplace control name. stack traceback: __nicefill__/control.lua:135: in function ...
- Thu Mar 01, 2018 8:50 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 26460
Re: [MOD 0.16.x] NiceFill
Thanks for the mod! My landfilled world looks much nicer. I don't have any bugs to report, but I have a question if another feature could be implemented. FARL allows you to automatically place landfill when water is in your path while laying track. Unfortunately, FARL places the normal landfill tha...
- Thu Feb 15, 2018 5:45 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.23] Gui bug, train station order changes by itself
- Replies: 6
- Views: 3950
Re: [0.16.23] Gui bug, train station order changes by itself
I still can't reproduce it with those two mods installed. This is the game save i'm testing on. There is a train next to the player when you load the game, it has the schedule that i have posted in the screenshot. 1. Open the train schedule 2. Scroll the station list all the way down 3. Click on th...
- Thu Feb 15, 2018 5:13 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.23] Gui bug, train station order changes by itself
- Replies: 6
- Views: 3950
Re: [0.16.23] Gui bug, train station order changes by itself
Thanks for the report however I can't reproduce any problem. When I try the steps you list it works perfectly. Can you reproduce the issue without the mods you're using? It seems indeed it's being caused by a mod, i have narrowed it down to the https://mods.factorio.com/mod/bobplates , i can reprod...
- Thu Feb 15, 2018 3:34 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.23] Gui bug, train station order changes by itself
- Replies: 6
- Views: 3950
[kovarex] [0.16.23] Gui bug, train station order changes by itself
If you have enough train stations to overflow the window, like here: https://i.imgur.com/0zg8cpU.jpg Selecting stations that are in the portion of the list that needs to be scrolled down to be visible, will automatically scroll the list up, and the movement of the list is treated like a mouse moveme...
- Thu Feb 08, 2018 7:57 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 157255
Re: [MOD 0.16] Miniloader
Thanks again !Therax wrote: I wasn't handling diagonal entities properly, and only rails and signals can be diagonal. Fixed in 1.5.10.
- Thu Feb 08, 2018 4:14 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 157255
Re: [MOD 0.16] Miniloader
Hi, this started to happen: 3517.103 Error MainLoop.cpp:1019: Exception at tick 6253688: Error while running event miniloader::on_put_item (ID 9) __miniloader__/lualib/util.lua:65: invalid direction passed to rotate_box It started to happen only after i have made my first miniloaders in this map, wh...
- Wed Jan 31, 2018 6:56 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.7] Crash starting tha game, fresh install OSX
- Replies: 6
- Views: 1989
Re: [0.16.7] Crash starting tha game, fresh install OSX
Hi, please mark as closed. I have just realized while testing something else, that by clearing factorio folder i have caused experimantal updates to be disabled as they are disabled by default and have completely missed the fact that i'm still on 0.16.12. I have retested with the latest version and ...
- Tue Jan 30, 2018 1:17 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 26460
[MOD 0.16.x] NiceFill
NiceFill Landfill has the same texture as the surrounding tiles, instead of the default grass. https://mods.factorio.com/mod/nicefill Since people were asking, this thread is now the official way to report bugs. When reporting a bug, ALWAYS post your log file, and if possible, your latest game save...
- Tue Jan 30, 2018 7:22 am
- Forum: Modding help
- Topic: How do dynamically (un)registered event handlers behave?
- Replies: 2
- Views: 927
- Tue Jan 30, 2018 5:34 am
- Forum: Modding help
- Topic: How do dynamically (un)registered event handlers behave?
- Replies: 2
- Views: 927
How do dynamically (un)registered event handlers behave?
I'm wondering, If you define on_tick handler in a mod, but then do script.on_event({defines.events.on_tick},nil) Does it trully unregister and use no ups, or it remains lost somewhere and causes performance trouble ? I know it works, because i have tried it, but does this actually unregister the eve...
- Mon Jan 29, 2018 6:12 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 157255
Re: [MOD 0.16] Miniloader
Hi. I have just noticed, the Miniloader versions for Bob's mods ( Faster miniloader and Extremly fast miniloader ), have the exact same speed. Tested with this setup, all 3 chests are loaded with 1k of anything, bottom 2 miniloaders finish at the exact same time, and blue one finishest last as it is...
- Fri Jan 26, 2018 12:46 am
- Forum: Duplicates
- Topic: [0.16.19] Can't open blueprint books in My Blueprints
- Replies: 1
- Views: 551
[0.16.19] Can't open blueprint books in My Blueprints
Possible duplicate of viewtopic.php?f=7&t=57125#p338259
because it involves right click not working.
Since 0.16.19 you can no longer open blueprint books in My Blueprints by right clicking it, as you could in the previous versions.
because it involves right click not working.
Since 0.16.19 you can no longer open blueprint books in My Blueprints by right clicking it, as you could in the previous versions.