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by Rseding91
Sat Feb 27, 2016 9:10 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.24] [kovarex] Game hangs/freezes on Save
Replies: 32
Views: 16112

Re: Game hangs/freezes on Save

I don't want to be a Necromancer, but I wanted to know of the current status of this 'bug' as I am experienceing the same thing, even with 0.12.24 . I am on windows 7 64bit and playing with or without mods does not change. The initial save always works fine, however any loaded game will NOT let me ...
by Rseding91
Fri Feb 26, 2016 7:31 pm
Forum: Pending
Topic: [0.12.24] Steam - Game crashes shortly after save load
Replies: 7
Views: 3117

Re: [0.12.24] Steam - Game crashes shortly after save load

Can you please upload your save and mod set?
by Rseding91
Fri Feb 26, 2016 6:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.24] research ui way to big
Replies: 9
Views: 3065

Re: [0.12.24] research ui way to big

Can you post a screenshot of the GUI with 100% and again with 125%? Is it scaling past 125% of the original size?
by Rseding91
Fri Feb 26, 2016 6:29 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.21] [Rseding91] Some strings can't be translated
Replies: 2
Views: 5190

Re: [0.12.21] Some strings can't be translated

Item #1 and #2 and #4 should be simple to change to use localization. #3 I'm not sure if it warrants the time it would take.
by Rseding91
Fri Feb 26, 2016 6:23 pm
Forum: Modding help
Topic: Multiplayer Script:Own Research / Base and Peaceful Turrets.
Replies: 2
Views: 1009

Re: Multiplayer Script:Own Research / Base and Peaceful Turrets.

What "doesn't work" about it? Does it give an error?
by Rseding91
Fri Feb 26, 2016 6:20 pm
Forum: Pending
Topic: [0.12.24] Steam - Game crashes shortly after save load
Replies: 7
Views: 3117

Re: [0.12.24] Steam - Game crashes shortly after save load

I should also add: if you are running out of RAM a 64 bit operating system with more RAM would let you continue the save game.
by Rseding91
Fri Feb 26, 2016 6:19 pm
Forum: Pending
Topic: [0.12.24] Steam - Game crashes shortly after save load
Replies: 7
Views: 3117

Re: [0.12.24] Steam - Game crashes shortly after save load

The crash logs show you're running Windows XP 32 bit. It's entirely possible that your save game requires more RAM than the 32 bit application can use. That, or there are enough entities now in game that it's over loading the VRAM requirements on your graphics card (1GB I believe for the GeForce GTS...
by Rseding91
Fri Feb 26, 2016 6:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.20] Crash loading initial demo
Replies: 2
Views: 855

Re: [0.12.20] Crash loading initial demo

Can you please update to the latest version of 0.12 (0.12.24 under experimental) and see if the issue persists?
by Rseding91
Fri Feb 26, 2016 6:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.24] First time launching from steam and doesn't start.
Replies: 6
Views: 1663

Re: [0.12.24] First time launching from steam and doesn't start.

The crash log shows you've got an Intel(R) HD Graphics 4000 graphics card which may not meet the minimum system requirements for Factorio.

Can you try some of the solutions provided here: viewtopic.php?f=7&t=9300 and let me know the results.
by Rseding91
Fri Feb 26, 2016 3:51 pm
Forum: Not a bug
Topic: [0.12.24] CAMPAIGN 1 - SCENARIO 2 : coal instead of stone
Replies: 8
Views: 2460

Re: [0.12.24] CAMPAIGN 1 - SCENARIO 2 : coal instead of stone

I believe the inserter is grabbing the coal from the burner mining drill and that's what you're seeing as "getting coal from stone/iron" :) The mining drill will push out the results directly onto a belt or chest in front of it - no need for the inserters there. That will "fix" t...
by Rseding91
Fri Feb 26, 2016 3:23 pm
Forum: Not a bug
Topic: [0.12.24] CAMPAIGN 1 - SCENARIO 2 : coal instead of stone
Replies: 8
Views: 2460

Re: [0.12.24] CAMPAIGN 1 - SCENARIO 2 : coal instead of stone

Can you post a screenshot of the ore the miner is sitting on?

If it's sitting on stone + coal ore it will cycle between all the available ore in its work area.
by Rseding91
Fri Feb 26, 2016 1:47 am
Forum: Mods
Topic: [MOD 0.12.x] Force Fields - energy powered walls
Replies: 93
Views: 83366

Re: [MOD 0.12.x] Force Fields - energy powered walls

Sorry about the long no-update. I fixed all of the outstanding issues.
by Rseding91
Thu Feb 25, 2016 3:55 pm
Forum: Not a bug
Topic: [0.12.21] [Rseding91] UPS decrease when inserters put into large inv
Replies: 9
Views: 4058

Re: [0.12.21] [Rseding91] UPS decrease when inserters put into large inv

Ok, now I see... I'm not enough experienced factorio modder yet, but have a couple ideas about how to solve this issue - I should check it out. Is there a way to override standard inventory check method? Look, if I have 1.5M plates in 10 warehouses of 1.5k slots each OR in 300 shests of 50 slots ea...
by Rseding91
Wed Feb 24, 2016 11:49 pm
Forum: Releases
Topic: Version 0.12.24
Replies: 18
Views: 25785

Re: Version 0.12.24

Thanks for the bugfix! that was sooo fast! What was the issue with the super long belts then? I assume it must have been simple for it to be so quickly fixed? Either that or your programmer guy is amazing. actually lets just assume both. Recursion stack overflow :) belt1 gets changed which calls th...
by Rseding91
Wed Feb 24, 2016 10:53 pm
Forum: Resolved Problems and Bugs
Topic: Settings Defaulting
Replies: 6
Views: 2900

Re: Settings Defaulting

Can you check if you still have this issue in 0.12.24?
by Rseding91
Wed Feb 24, 2016 10:50 pm
Forum: Not a bug
Topic: [0.12.21] [Rseding91] UPS decrease when inserters put into large inv
Replies: 9
Views: 4058

Re: [0.12.21] UPS decrease when inserters put into large inv

I don't consider this a bug as the mechanics are all working exactly as expected. You've simply cranked the numbers far beyond what they where intended to be which is (as you're seeing) hurting performance. A more technical description of what's causing it to run slow: Every time an inserter looks t...
by Rseding91
Wed Feb 24, 2016 8:10 pm
Forum: Releases
Topic: Version 0.12.24
Replies: 18
Views: 25785

Re: Version 0.12.24

keyboardhack wrote:Was this bug not resolved in the 0.12.24 release [0.12.23] Exiting Mod screen without changes restarts game ?
It was, just not included (edit: fully) in the changelog due to some reasons that aren't really interesting :)
by Rseding91
Wed Feb 24, 2016 7:16 pm
Forum: Not a bug
Topic: [0.12.23] False automatic update for scenario pack listed
Replies: 2
Views: 1505

Re: [0.12.23] False automatic update for scenario pack listed

Yes this is intended. The scenario pack content was moved into the base mod, this deletes the scenario pack, so the content doesn't show up twice. On a new install, you don't have scenario pack installed (the update that installs it was disabled), so this doesn't show up. You missed out on a great ...
by Rseding91
Wed Feb 24, 2016 6:12 pm
Forum: Not a bug
Topic: [0.12.20][help][Heavily modded] Desync issues
Replies: 7
Views: 2241

Re: [0.12.20][help][Heavily modded] Desync issues

I continued heavy simulation on your save running without Misanthrope mod and it desynced also because of clock_0.12.1 mod. To add to this: the clock_0.12.1 mod is just plain written wrong and needs to be updated to be compatible with multiplayer before it will work. As for the Misanthrope mod - it...
by Rseding91
Wed Feb 24, 2016 5:55 pm
Forum: Not a bug
Topic: [0.12.23] Desync when doing some weird commands
Replies: 1
Views: 720

Re: [0.12.23] Desync when doing some weird commands

You printed the address of a Lua table - something that's random. So, your address of the table will be different than any other player and different every time you re-run the game and the command.

Just don't do that and it won't desync :)

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