Search found 12786 matches
- Thu Aug 28, 2014 9:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.7] Construction bots standing around
- Replies: 3
- Views: 2662
Re: [0.9.7] Construction bots standing around
Could you describe better what exactly is happening wrong? Does it also still happen in 0.10.8 ? If you load the second save he's provided in 0.10.8 and wait for the robots to deconstruct stuff eventually some of them will just freeze in place. It seems to be related to roboports losing power. Once...
- Thu Aug 28, 2014 7:04 pm
- Forum: Implemented Suggestions
- Topic: Copy from factory to requester chest
- Replies: 6
- Views: 2767
Re: Copy from factory to requester chest
Right now the copy-paste system works off "last copied entity of the type you're trying to paste onto". How would you suggest it work when pasting settings onto a requester chest? The chest wouldn't know if you wanted to copy a previous copied requester chest or if you're trying to copy an...
- Thu Aug 28, 2014 2:16 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.8][slpwnd] Deconstruction de-syncs replay
- Replies: 1
- Views: 1796
[0.10.8][slpwnd] Deconstruction de-syncs replay
The title is pretty much all that needs to be said. Using the deconstruction tool de-syncs the replay (but doesn't actually trigger a de-sync error) - the replay just stops all progress at that point. Steps to reproduce: Start a new game Research everything Build a roboport and put a construction ro...
- Fri Aug 22, 2014 6:47 pm
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 82032
Re: Bug Reports
I've upgraded from 1.1.6 to 1.1.8 That seemed to when the problem started. And I can in fact reproduce it: I've downgraded to 1.1.6 and newly planted trees kept growing, the treefarms worked like a charm again. :D Then as soon as I upgrade to 1.1.8, the trees - even newly planted ones - stopped gro...
- Fri Aug 22, 2014 5:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6+][kovarex] Crash when right click on power line
- Replies: 9
- Views: 4645
Re: [0.10.6+][kovarex] Crash when right click on power line
Looking at your mods and the issue you're having I believe it's related to the mod "MoarInserters". There was an issue with the version you're using (1.0) that was fixed in 1.1 where it would crash when you open the power production window. https://forums.factorio.com/forum/viewtopic.php?f...
- Fri Aug 22, 2014 5:15 pm
- Forum: Ideas and Requests For Mods
- Topic: Looking for mod ideas
- Replies: 21
- Views: 6431
Re: Looking for mod ideas
What exactly are you looking for help with on your mod?Nirahiel wrote:Why don't you team up with me ?
We could work on Industrio
(Read my signature *hint hint*)
- Fri Aug 22, 2014 2:31 pm
- Forum: Implemented mod requests
- Topic: Request getting certain slot in an inventory
- Replies: 8
- Views: 9772
Re: Request getting certain slot in an inventory
yep, I actually knew that at the time (don't ask why I didn't mention it here, I have no idea) but was running into an issue with using it I can't remember exactly what the issue was but you can see the harvester post I made, and in the next post I made there you can see a comment in the code that ...
- Thu Aug 21, 2014 11:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [10.0.6][kovarex] eletrical panel reset when scale change
- Replies: 10
- Views: 3028
Re: [10.0.6][kovarex] eletrical panel reset when scale chang
I found out that this happens in all requesters while/after the game is saved: all requesters (train, requester chest, player requester slots, electric info, production info etc) are reset to the state as when you call them freshly. I think it could have been something with the duration of the save...
- Thu Aug 21, 2014 11:07 pm
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 82032
Re: Bug Reports
Hi, I seem to have messed up my save somehow: the trees have stopped growing! The rubber trees from Dytech still grow but normal trees just stay seedlings. I doesn't matter if I place them myself or into a tree farm. Some trees I've planted earlier are stuck in the first growing stage. When I creat...
- Thu Aug 21, 2014 2:18 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Item Collectors
- Replies: 36
- Views: 41799
Re: [MOD 0.10.x] Item Collectors
Still there is the Question with the "item-on-belt" performance Issue, i think i will look for a method to avoid checking items that are on a "belt-tile" e.g. create an Array for the Search-Box excluding Belt-Tiles which should increase performance. (but uses a little more memor...
- Thu Aug 21, 2014 7:23 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.x] caninsert() while toolbelt is filtered wrong
- Replies: 1
- Views: 2236
[0.10.x] caninsert() while toolbelt is filtered wrong
The "caninsert()" function for the players toolbelt always returns true even if the toolbelt is filtered to not allow what you're trying to insert. Steps to reproduce: Load any game Filter the toolbar so all slots are filtered for raw-wood Run this command from the console: game.player.pri...
- Thu Aug 21, 2014 6:10 am
- Forum: Mods
- Topic: [MOD 0.12.x] Item Collectors
- Replies: 36
- Views: 41799
Re: [MOD 0.10.x] Item Collectors
Isn't this also included in the DY-Tech Demo ? Does the in my opinion bugfix: table.remove(glob.itemCollectors, k) if #glob.itemCollectors == 0 then glob.itemCollectors = nil Fix the Problem with Collectors not working if one is removed (seems to still be in the newest Release of Dy-Tech) DyTech de...
- Thu Aug 21, 2014 6:02 am
- Forum: Not a bug
- Topic: FPS dropping with time
- Replies: 9
- Views: 3228
Re: FPS dropping with time
I took another look at it and I believe I found the root issue: over half of your inserters aren't going inactive when there's no work to do. In this screenshot you can see my main base and the red circle on inactive entities (inserters): http://i.imgur.com/Zvpcxzx.jpg This is your base in 2 of the ...
- Thu Aug 21, 2014 5:11 am
- Forum: Resolved Problems and Bugs
- Topic: CTD [0.10.4]
- Replies: 6
- Views: 1231
Re: CTD
It downloads at 3 MB/s for me.. probably your internet/ISP.n9103 wrote:Ah, hadn't noticed I wasn't on latest version.
Hope that's the reason, but I was getting CTDs long before I got any bots up.
Also, I'm getting less than 100 kb/s on the download.. what's up with the server network devs?
- Thu Aug 21, 2014 3:17 am
- Forum: Resolved Problems and Bugs
- Topic: CTD [0.10.4]
- Replies: 6
- Views: 1231
Re: CTD
Update to 0.10.8 and see if it still happens. The version you're using now has a lot of CTD bugs with robots.
- Wed Aug 20, 2014 6:34 pm
- Forum: Technical Help
- Topic: "Lag" in Factorio
- Replies: 8
- Views: 12079
Re: "Lag" in Factorio
It's lagging due to the item collectors from DyTech. Every 60 ticks they're looking for all "item-on-ground"s in their area (100x100 centered on the chest) as well as checking if each one is on a belt or not. You've got two of them right next to a zillion belts loaded up with items so it's...
- Wed Aug 20, 2014 3:48 pm
- Forum: Not a bug
- Topic: FPS dropping with time
- Replies: 9
- Views: 3228
Re: FPS dropping with time
It's all the transport belts you're using. I don't know the belts bugged out or if you just have too many of them but removing all of them instantly fixes the FPS. You can test it yourself by running this command from the in-game console: for _,v in pairs(game.findentitiesfiltered({area = {{-5000, -...
- Wed Aug 20, 2014 3:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.x][kovarex] Un-researching toobelt crashes the game
- Replies: 1
- Views: 2036
[0.10.x][kovarex] Un-researching toobelt crashes the game
This is a bit of a edge case bug but a bug non the less. If you un-research the toolbelt the game will crash. Steps to reproduce: Load a new or existing game Complete the toolbelt research (either normally or via console command) insert some items into the toolbelt (unsure if this step is required) ...
- Wed Aug 20, 2014 3:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [10.0.3] Grounds White! Vram issue?
- Replies: 5
- Views: 1414
Re: [10.0.3] Grounds White! Vram issue?
I notice you're running 0.10.3 - does that still happen in 0.10.8?
- Wed Aug 20, 2014 9:09 am
- Forum: Mods
- Topic: [MOD 0.11.x] canInsert() that returns a count
- Replies: 1
- Views: 3376
[MOD 0.11.x] canInsert() that returns a count
This isn't so much a mod its self as it is a function for modders to use. It's a function that takes an entity, a table of inventory indexes and a item stack and returns a table with the ["count"] that can be inserted and the count of slots ["slots"] that will get used by inserti...