Search found 159 matches
- Wed Dec 04, 2019 8:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.17.79] Crash in LuaEventFiltersInstance<94>::matchesFilter
- Replies: 6
- Views: 3875
Re: [Rseding] [0.17.79] Crash in LuaEventFiltersInstance<94>::matchesFilter
Really appreciate it. You guys are great.
- Wed Dec 04, 2019 6:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.17.79] Crash in LuaEventFiltersInstance<94>::matchesFilter
- Replies: 6
- Views: 3875
Re: [Rseding] [0.17.79] Crash in LuaEventFiltersInstance<94>::matchesFilter
Here you go. Just go into the lab (button on top left of the screen) and paste a blueprint in the lab space, then the crash should crash. Attachments: Save game + a couple mods you can't get on the modportal. The rest of the mods can be downloaded from the in game mod portal without issue I believe.
- Tue Dec 03, 2019 11:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.17.79] Crash in LuaEventFiltersInstance<94>::matchesFilter
- Replies: 6
- Views: 3875
Re: [Rseding] [0.17.79] Crash in LuaEventFiltersInstance<94>::matchesFilter
Yes, copy pasting ghosts in the 'lab' from the mod. Need a save file?
- Sun Dec 01, 2019 8:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.17.79] Crash in LuaEventFiltersInstance<94>::matchesFilter
- Replies: 6
- Views: 3875
[Rseding] [0.17.79] Crash in LuaEventFiltersInstance<94>::matchesFilter
Log file attached Crash while using blueprints in the lab mod: https://mods.factorio.com/mod/BlueprintLab_Credomane C:\Users\npuld\AppData\Roaming\Factorio\mods_Py\Arumba_Accelerated_Start_0.17.0 C:\Users\npuld\AppData\Roaming\Factorio\mods_Py\additional-paste-settings_0.7.1.zip C:\Users\npuld\AppDa...
- Fri Nov 22, 2019 3:24 pm
- Forum: Ideas and Suggestions
- Topic: MP: Sorting by server region/continent/language
- Replies: 0
- Views: 527
MP: Sorting by server region/continent/language
Would be awesome! No plans by the devs on this? Too hard to do? Viewed as not worth it?
https://cdn.discordapp.com/attachments/ ... nknown.png
https://cdn.discordapp.com/attachments/ ... nknown.png
- Sat Aug 17, 2019 9:57 pm
- Forum: Duplicates
- Topic: Character logistic Trash window size
- Replies: 2
- Views: 799
Re: Character logistic Trash window size
Sounds like it will be in the works in the coming months. Noted and thank you.
- Sat Aug 17, 2019 9:51 pm
- Forum: Duplicates
- Topic: Character logistic Trash window size
- Replies: 2
- Views: 799
Character logistic Trash window size
Window size character logistic trash is 2.5 rows tall with an unnecessary scroll bar and lots of dead space under it. Vanilla upgrades take the number of rows to 5. Why not just make the window 5 rows tall which would be much more aesthetically pleasing then current state of affairs? https://imgur.c...
- Sat Aug 10, 2019 3:49 am
- Forum: Not a bug
- Topic: 0.17.64 - Scenario caused non-recoverable error
- Replies: 4
- Views: 1026
Re: 0.17.64 - Scenario caused non-recoverable error
I started that sandbox scenario some time ago (pre-the current version). It sounds like I just need to start a new sandbox map and it will be alright?
- Sat Aug 10, 2019 12:08 am
- Forum: Not a bug
- Topic: 0.17.64 - Scenario caused non-recoverable error
- Replies: 4
- Views: 1026
Re: 0.17.64 - Scenario caused non-recoverable error
Updates made to original message
- Fri Aug 09, 2019 10:40 pm
- Forum: Not a bug
- Topic: 0.17.64 - Scenario caused non-recoverable error
- Replies: 4
- Views: 1026
0.17.64 - Scenario caused non-recoverable error
I updated to 0.17.64 from 0.17.63 today and now I get an error when I open my sandbox scenario where I design blueprints.
Image of error: blob: https://imgur.com/Zc8mdmo
Mods used: https://drive.google.com/open?id=16CWmh ... 1kPrVV7Am4
Attached Files:
Old save file from 0.17.63
Mod list
Image of error: blob: https://imgur.com/Zc8mdmo
Mods used: https://drive.google.com/open?id=16CWmh ... 1kPrVV7Am4
Attached Files:
Old save file from 0.17.63
Mod list
- Wed Mar 27, 2019 1:58 am
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 102066
Re: pY Industry - Discussion
I updated PyIndustry and now looks like PyIndustry is requiring something in PyCoal processing now. I thought did not have such dependencies? I typically play with it whenever I'm doing any modded game, not just with the Py Suite. Did the intention to have this be an addon mod change? If so, I can u...
- Wed Mar 20, 2019 11:49 pm
- Forum: Duplicates
- Topic: Can't estabish connection in 0.17, worked fine in 0.16. Not sure what's up.
- Replies: 1
- Views: 739
Can't estabish connection in 0.17, worked fine in 0.16. Not sure what's up.
Hello, For some reason folks are having a impossible time connecting to me on 0.17 when I used to host all the time on 0.16 without issue. They get the "Could not establish connection..." error. I can connect to their games without issue. I have a strong 90 Mb/s wired connection on Comcast...
- Fri Mar 15, 2019 11:39 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 64358
Re: [MOD 0.12.26] Picker: Easily select items from inventory
Looks like there is some error with ghost tinting code. I tried a bunch of different colors. The dark blue tiny just gives a transparent ghost with no features for belts (like the black tint does for everything). Other entities as seen on the linked image below seem to be working okay. I am using th...
- Fri Mar 15, 2019 10:58 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 128836
Re: [MOD 0.14] Alien Biomes
So what's up with the camo/blotchy textures now in 0.17? In 0.16 you didn't get this weird effect. No matter how I change the setting, the camo effect remains now. Is there a way for the user to bring back the smoothness of alien biomes in 0.16 ? The blotches could be alright sometimes I guess but t...
- Wed Mar 13, 2019 3:00 am
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 102066
Re: pY Industry - Discussion
So I use the Pyindustry mod for vanilla+ game as well as during my PyMods playthrough because I like all the storage footprint options. Today I noticed that niobium pipes are in the pyindustry mod instead of coal processing (or one of the other optional Pymods that you can't use just in vanilla+). S...
- Mon Mar 04, 2019 4:31 pm
- Forum: Ideas and Suggestions
- Topic: Remove the coverage gap between small/med poles
- Replies: 28
- Views: 5356
Re: Remove the coverage gap between small/med poles
-1 as well I personally think if people were that into non-gap, max range power poles, the better way would be to nerf the max range, instead of increasing the coverage of the pole. This of course because even further buffing a small pole to reach over an assembler seems insane to me. Medium poles ...
- Sun Mar 03, 2019 7:09 pm
- Forum: Ideas and Suggestions
- Topic: Remove the coverage gap between small/med poles
- Replies: 28
- Views: 5356
Re: Remove the coverage gap between small/med poles
I never replace small poles with medium ones because there is no reason to and I never use substations outside of megabase/beacon play which are totally different setups than med pole setups since that is the only way the cost of substations can be justified compared to medium poles. You seem like a...
- Sun Mar 03, 2019 5:12 pm
- Forum: Ideas and Suggestions
- Topic: Remove the coverage gap between small/med poles
- Replies: 28
- Views: 5356
Re: Remove the coverage gap between small/med poles
I made it already in my original post. Again, change small poles area to 3.5 and medium pole to 4.5 so that the coverage matches the wire distance.
- Sun Mar 03, 2019 4:29 pm
- Forum: Ideas and Suggestions
- Topic: Remove the coverage gap between small/med poles
- Replies: 28
- Views: 5356
- Sat Mar 02, 2019 5:56 pm
- Forum: Ideas and Suggestions
- Topic: Remove the coverage gap between small/med poles
- Replies: 28
- Views: 5356
Re: Remove the coverage gap between small/med poles
really either way, one is more capital intensive than the other. I don't really care. It just would make a lot more sense if they matched.