Search found 13222 matches
- 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...
- 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?
- 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.
Can you try some of the solutions provided here: viewtopic.php?f=7&t=9300 and let me know the results.
- 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...
- 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.
If it's sitting on stone + coal ore it will cycle between all the available ore in its work area.
- 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.
- 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...
- 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...
- 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?
- 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...
- Wed Feb 24, 2016 8:10 pm
- Forum: Releases
- Topic: Version 0.12.24
- Replies: 18
- Views: 25877
Re: Version 0.12.24
It was, just not included (edit: fully) in the changelog due to some reasons that aren't really interestingkeyboardhack wrote:Was this bug not resolved in the 0.12.24 release [0.12.23] Exiting Mod screen without changes restarts game ?
- 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 ...
- 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...
- 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
Just don't do that and it won't desync
- 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...
- 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...
- 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
You need to download the >= 0.12.11 version of the mod.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.
- 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 ...
- 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...
- 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.