Search found 99 matches
- 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?
- Mon Apr 24, 2023 11:56 am
- Forum: 1 / 0 magic
- Topic: [1.1.81] Error HeatBufferManager.cpp:368: Didn't record all update indexes: 1 != 2.
- Replies: 2
- Views: 1505
Re: [1.1.81] Error HeatBufferManager.cpp:368: Didn't record all update indexes: 1 != 2.
Totally understand! I knew it'd end up here eventually.
- 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 ...
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 ...
- 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.
- 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 ...
One thing that I think people really sleep on is carrying around a bunch of ...
- 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 ...
Say I have a blueprint, like this one: 0eNq9lUFr4zAQhf+KmbNTkGQ7rqGnpdC99NL0tClBdqa7Qx3JSErYbPB/rxS3xg0JW11yszyj783zwPMB6naLnSHloDrAGm1jqHOkFVTw ...
- 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 ...
Attached is an mp4 of two scenarios involving smart belt replacement of belt with exactly the same setup. The scenarios ...
- 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.
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
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.
- 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.
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.
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
I have looked at the tutorial map but it ...