Search found 99 matches

by thedoh
Mon Apr 24, 2023 11:59 am
Forum: Ideas and Suggestions
Topic: Show combinator circuit network(s)
Replies: 2
Views: 1170

Re: Show combinator circuit network(s)

In the debug options you can use the show circuit network numbers. Or do you mean something else here?
by thedoh
Sat Apr 22, 2023 9:15 pm
Forum: 1 / 0 magic
Topic: [1.1.81] Error HeatBufferManager.cpp:368: Didn't record all update indexes: 1 != 2.
Replies: 2
Views: 1505

[1.1.81] Error HeatBufferManager.cpp:368: Didn't record all update indexes: 1 != 2.

Log (sanitised) is attached. I'm not really expecting much here because I didn't save the game and thus have no reproduction steps.

The context is entirely vanilla in the midst of a 100% speedrun that was dead (unrelated to this issue, though I guess it would have been eventually to this! :D).

I ...
by thedoh
Tue Apr 18, 2023 12:32 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][1.1.80] Cannot import very large blueprint book string
Replies: 6
Views: 6928

Re: [1.1.80] Cannot import very large blueprint book string

As a note, the blueprints came from me. The book was built with the aid of https://mods.factorio.com/mod/blueprint-stages If there's any weirdo questions about them, I am happy to help.
by thedoh
Tue Apr 18, 2023 12:27 pm
Forum: General discussion
Topic: Can't understand hate for handcrafting and love for early malls
Replies: 27
Views: 17034

Re: Can't understand hate for handcrafting and love for early malls

In casual play I hand craft a lot, especially with the big mod packs (looking at you, Sea Block)!! It's great, but one of the main drawbacks is when you need to shuffle things around within your hand crafting queue.

One thing that I think people really sleep on is carrying around a bunch of ...
by thedoh
Sat Jan 28, 2023 12:00 am
Forum: Not a bug
Topic: [1.1.76] Inserter blueprints with overridden stack size are set to 1 unless research is done
Replies: 2
Views: 1839

[1.1.76] Inserter blueprints with overridden stack size are set to 1 unless research is done

Apologies for the horrible subject; the issue is somewhat wordy to explain. The wordy explanation is as follows:

Say I have a blueprint, like this one: 0eNq9lUFr4zAQhf+KmbNTkGQ7rqGnpdC99NL0tClBdqa7Qx3JSErYbPB/rxS3xg0JW11yszyj783zwPMB6naLnSHloDrAGm1jqHOkFVTw ...
by thedoh
Sat Nov 26, 2022 1:01 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.72] Replacing belt with underground belt can act strangely in a weird case
Replies: 1
Views: 1388

[1.1.72] Replacing belt with underground belt can act strangely in a weird case

To lead off: I apologise for the heinous post subject. This one is difficult to explain succinctly, and in fact, I recommend watching the attached mp4 before reading the text.

Attached is an mp4 of two scenarios involving smart belt replacement of belt with exactly the same setup. The scenarios ...
by thedoh
Fri Nov 18, 2022 10:04 pm
Forum: 1 / 0 magic
Topic: [1.1.72] Invalid TransportLineIndex Exception: 206
Replies: 2
Views: 1442

Re: [1.1.72] Invalid TransportLineIndex Exception: 206

I'm not intentionally doing anything strange with my CPU/memory, but I'll keep hwinfo up next time to see if there's something strange going on automatically that's trying to be helpful.
by thedoh
Fri Nov 18, 2022 1:04 am
Forum: 1 / 0 magic
Topic: [1.1.72] Invalid TransportLineIndex Exception: 206
Replies: 2
Views: 1442

[1.1.72] Invalid TransportLineIndex Exception: 206

So there I was, trying to reproduce https://forums.factorio.com/viewtopic.php?f=7&t=104099 while recording in OBS. I completed the 100% run (10 minutes red :( ). While reviewing a save created from the replay, I encountered this Invalid TransportLineIndex Exception while reviewing part of the ...
by thedoh
Tue Nov 15, 2022 12:19 am
Forum: Resolved Problems and Bugs
Topic: [1.1.72] Crash when playing replay save
Replies: 3
Views: 3316

Re: [1.1.72] Crash when playing replay save

I don't have a habit of doing this on the regular so I don't really know if I can reproduce it. Since it was at the end of completing every achievement in the game it did take a while, so if that is a prerequisite to the crash (or just having the game running for some duration), it may be a while ...
by thedoh
Mon Nov 14, 2022 1:50 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.72] Crash when playing replay save
Replies: 3
Views: 3316

[1.1.72] Crash when playing replay save

On a vanilla game, during a replay I saved the game (as a new save) to investigate what was going on. When I tried to open that new save, the game crashed.

Attached is the (sanitised) log and the save which came from the replay.

If needed I can provide the original save (from which this attached ...
by thedoh
Wed Oct 26, 2022 1:00 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.70] Undoing underground belt ghosts still leaves belt deconstructed
Replies: 1
Views: 1591

[1.1.70] Undoing underground belt ghosts still leaves belt deconstructed

Attached is a video showing the difference between ghosting an underground over the top of existing belt vs placing it by hand and then undoing each.

If one uses a ghost underground and then changes one's mind, the middle belt is still marked for deconstruction, even post undo. Contrasting with ...
by thedoh
Mon Oct 10, 2022 12:22 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.69] Underground belt item duplication
Replies: 3
Views: 3978

Re: [1.1.69] Underground belt item duplication

This appears to work with downgrading, too.

Place a pair of red underground (could even be your damaged one) and use a damaged yellow to do the downgrade. One can rapidly generate "free" underground belts toggling back and forth in this fashion.
by thedoh
Thu Sep 29, 2022 2:55 am
Forum: 1 / 0 magic
Topic: [1.1.69] Crash when exiting the game
Replies: 1
Views: 1478

[1.1.69] Crash when exiting the game

After saving the game after a 100% completion (from mostly 0, sigh), I saved the game and quit Factorio. This is when the game crashed.

This was a vanilla game with nothing fancy going on. I do not have reproduction steps.

I have attached the sanitized logfile and the save file.
by thedoh
Thu Jul 07, 2022 1:35 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [1.1.61] Overwriting underground belt behaviour is inconsistent with corners
Replies: 2
Views: 2601

[Kovarex] [1.1.61] Overwriting underground belt behaviour is inconsistent with corners

Apologies for the mangled subject.

Attached is a video that depicts the disparity between "forward" (direction of item flow) and "backward" (against item flow direction) dragging. First, the video demonstrates the "backward" action by starting to drag a red underground belt on top of a red ...
by thedoh
Sun Jun 04, 2017 11:39 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 443580

Re: [Mod 0.14/0.15] Logistic Train Network 1.3.2

I've upgraded to version 1.3.2 and seem to have a problem with unloading stations: I have a train with some iron ore which ought to be unloaded and the station output does not have the iron ore in its list of outputs. The only thing output, in fact, is the encoded train/locomotive positions. The ...
by thedoh
Fri May 26, 2017 9:19 pm
Forum: Resolved Problems and Bugs
Topic: I crashed 0.15.15 :(
Replies: 2
Views: 2146

Re: I crashed 0.15.15 :(

I just had the same crash except, while paying attention, the game crashed when I actually clicked on the Signals tab. In fact, this time around the game crashed with the tab itself in the "depressed" state. I'll skip uploading the savegame (although I'll save it for a request) but here is the crash ...
by thedoh
Fri May 26, 2017 9:13 pm
Forum: Resolved Problems and Bugs
Topic: I crashed 0.15.15 :(
Replies: 2
Views: 2146

I crashed 0.15.15 :(

It's my first crash, too.

I was trying to set signals on a constant combinator (top most in the save) I missed the signals tab, clicked again, and then the game crashed.

Mods:

Logistic Train Network 1.2.7
Angels Infinite Ores 0.6.10
Arumbalights 0.14.4
base 0.15.15
creative-mode 0.3.5
rso ...
by thedoh
Fri May 05, 2017 3:02 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 443580

Re: [Mod 0.14/0.15] Logistic Train Network 1.2.1

I'm struggling some with the circuitry needed to use the "finish loading" feature in the mod. I have it sorted out (if somewhat inelegantly) for single item provider stations but I can't figure out how to do it for stations which provide multiple items.

I have looked at the tutorial map but it ...

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