Search found 13222 matches

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: 3123

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: 862

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: 1669

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: 2477

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: 2477

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: 83680

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: 4081

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: 25877

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: 2917

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: 4081

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: 25877

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: 1516

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: 2263

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 :)
by Rseding91
Wed Feb 24, 2016 1:29 am
Forum: Resolved Problems and Bugs
Topic: [0.12.22] player.real2screenposition() not working properly
Replies: 18
Views: 22326

Re: [0.12.22] player.real2screenposition() not working properly

I know the has been "resolved", but has the cursor position been changed to be ingame position and not screen position ? (would seem useless if not, since there is no way to convert game position to screen position anymore) cursor_position is write only (since that won't change anything t...
by Rseding91
Tue Feb 23, 2016 4:42 am
Forum: Won't fix.
Topic: [12.20] Crash on blueprint creation
Replies: 7
Views: 16274

Re: [12.20] Crash on blueprint creation

I looked at the crash and from what I can see it's eating all the video memory and dyeing. Because you've set the roboport radius to 4000 it's trying to render the selection data for every entity within 4000~ tiles of your player * count of roboports in the blueprint (77~?) * the number of roboports...
by Rseding91
Mon Feb 22, 2016 6:06 pm
Forum: Mods
Topic: [MOD 0.12.x] Fluid Void
Replies: 27
Views: 56024

Re: [MOD 0.12.x] Fluid Void

Taelyn wrote:Hello,

I get the following error with this addon. Can someone tell me how to fix it or is there someone who can fix it for me??
I really would like to use this mod.
You need to download the >= 0.12.11 version of the mod.
by Rseding91
Mon Feb 22, 2016 5:11 pm
Forum: Modding help
Topic: Help, mod Repair_pack's_0.1.0
Replies: 6
Views: 2278

Re: Help, mod Repair_pack's_0.1.0

If it would work, it would not be enough. When using mods that add there own robots. Those robots won't know about the new repair packs. I tried adding an improved repairpack to my mod and decided to just edit the default one. Not perfect but there is currently no better way. Loop over all entries ...
by Rseding91
Mon Feb 22, 2016 5:08 pm
Forum: Modding help
Topic: Creating an entity based of existing one
Replies: 6
Views: 3369

Re: Creating an entity based of existing one

... It works ! I had to make custom merge function, but now everything works perfectly :) This will get you the same effect with far less code: local MyElectricFurnaceEntity = table.deepcopy(data.raw["furnace"]["electric-furnace"]) MyElectricFurnaceEntity.name = "electric-f...
by Rseding91
Mon Feb 22, 2016 7:13 am
Forum: Not a bug
Topic: Changing terrain can break power networks
Replies: 2
Views: 1248

Re: Changing terrain can break power networks

Are you sure you didn't shift + click the power pole? That's the key combination to disconnect electric pole wires.

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