Fixed for 0.16.23, pretty sure it was just a mistake (pushing in the wrong order).
Thanks for the report!
Search found 328 matches
- Tue Feb 06, 2018 3:36 pm
- Forum: Resolved Problems and Bugs
- Topic: Module limitation format doesn't match docs
- Replies: 1
- Views: 2155
- Tue Feb 06, 2018 3:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [16.20] PVP Scenario Robot worker speed bug
- Replies: 7
- Views: 3603
Re: [16.20]PVP Scenario Robot worker speed bug
Can you confirm how to reproduce this?
I tried setting "starting research level" to "space science", then researched another level of robot speed, killed myself, respawned and the bonus was still in place
I tried setting "starting research level" to "space science", then researched another level of robot speed, killed myself, respawned and the bonus was still in place
- Tue Feb 06, 2018 12:38 pm
- Forum: Won't fix.
- Topic: [wheybags][0.16.20] opening Lua console ingame prints buffered char
- Replies: 9
- Views: 4276
Re: [wheybags][0.16.20] opening Lua console ingame prints buffered char
Not really, since typing a unicode chracter as the first char in a chat message is a pretty reasonable thing to do
- Tue Feb 06, 2018 10:42 am
- Forum: Pending
- Topic: [16.22] Buffer Chest Not Unlocked Upon Upgrading from 15.40
- Replies: 1
- Views: 767
Re: [16.22] Buffer Chest Not Unlocked Upon Upgrading from 15.40
This should work by our migrations system, and seems to for us. Do you still have the 0.15.40 save file?
- Tue Feb 06, 2018 9:30 am
- Forum: Won't fix.
- Topic: [wheybags][0.16.20] opening Lua console ingame prints buffered char
- Replies: 9
- Views: 4276
Re: [wheybags][0.16.20] opening Lua console ingame prints buffered char
So I looked into it, and if we wanted to have some kind of special case for opening the console, we would have to hack the underlying libraries we use for input on each os (windows, osx, linux) separately. I'm not sure that's worth it atm, especially as these are probably going to be massively chang...
- Mon Feb 05, 2018 3:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.16.16] Q key picks wrong track orientation from curves
- Replies: 1
- Views: 2126
Re: [wheybags] [0.16.16] Q key picks wrong track orientation from curves
Fixed for 0.16.23.
Thanks for the report!
Thanks for the report!
- Mon Feb 05, 2018 1:31 pm
- Forum: Pending
- Topic: [16.22] Crash on launch: "Failed to load window icon!"
- Replies: 6
- Views: 1649
Re: [16.22] Crash on launch: "Failed to load window icon!"
Could you maybe check just to be sure? It would be good to know exactly what version made it break. You can download older releases from our website, or in steam by opting into a specific "beta".
- Mon Feb 05, 2018 12:17 pm
- Forum: Pending
- Topic: [16.22] Crash on launch: "Failed to load window icon!"
- Replies: 6
- Views: 1649
Re: [16.22] Crash on launch: "Failed to load window icon!"
Did previous versions of factorio work on this machine?
- Mon Feb 05, 2018 12:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [16.22] Crash with Xanders and FNEI mods on: "LuaRecipe::luaReadCategory"
- Replies: 2
- Views: 2726
Re: [wheybags] [16.22] Crash with Xanders and FNEI mods on: "LuaRecipe::luaReadCategory"
So, there's two problems here, one is that xander mod is specifying an invalid recipe category, and the second is that the engine wasn't warning them about that so it could be fixed. 0.16.23 will error on mod load when this kind of mistake is present, but the mod will also need to be fixed. I'll let...
- Mon Feb 05, 2018 10:50 am
- Forum: Pending
- Topic: [16.22] Crash on launch: "Failed to load window icon!"
- Replies: 6
- Views: 1649
Re: [16.22] Crash on launch: "Failed to load window icon!"
Looking at the code, it seems that it was creating a texture to load into that failed, not the actual png loading code.
- Mon Feb 05, 2018 10:42 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.16.22] Inserter circuit stack size fails on 1-tick pulse.
- Replies: 1
- Views: 2254
Re: [wheybags][0.16.22] Inserter circuit stack size fails on 1-tick pulse.
Fixed for 0.16.23. The issue is actually to do with the source entity's size, if you're pulling from a chest it would work. If you absolutely cannot wait until 0.16.23, you could pull the output from the furnace into a chest and from there grab it with the circuit controlled inserter. Thanks for the...
- Fri Feb 02, 2018 5:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.16.14] Crash Due To Miniloader
- Replies: 6
- Views: 4738
Re: [wheybags] [0.16.14] Crash Due To Miniloader
Fixed for 0.16.23.
Thanks for the report!
Thanks for the report!
- Fri Feb 02, 2018 11:37 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [16.21] Trains do not snap with specific train stop
- Replies: 2
- Views: 3196
Re: [wheybags] [16.21] Trains do not snap with specific train stop
Fixed for 0.16.22.
Turns out it was because the other stop on that rail segment faced the same direction.
Thanks for the report!
Turns out it was because the other stop on that rail segment faced the same direction.
Thanks for the report!
- Thu Feb 01, 2018 4:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.21] Save and load times alot slower
- Replies: 9
- Views: 2794
Re: Save and load times alot slower
Can you post a save that shows this? (preferably the 0.16.20 version of the save)
- Thu Feb 01, 2018 11:35 am
- Forum: Pending
- Topic: [0.16.15] A station is automatically added to the timetable
- Replies: 4
- Views: 1949
Re: [0.16.15] A station is automatically added to the timetable
I'm not sure what you mean by this. Can you reproduce the issue, and if so, can you tell me the exact steps to reproduce?
- Thu Feb 01, 2018 10:53 am
- Forum: Pending
- Topic: [0.15.37] Crash when loading save: "Flush failed: Resource temporarily unavailable" [Linux]
- Replies: 6
- Views: 2584
Re: [0.15.37] Crash when loading save: "Flush failed: Resource temporarily unavailable" [Linux]
So, I had a proper look into this, and it seems a bit weird. According to the docs, fflush can only set errno to EAGAIN (Resource temporarily unavailable) when the underlying stream has O_NONBLOCK set. I checked with strace, and none of the files we fflush in the start game -> connect to server -> q...
- Thu Feb 01, 2018 9:24 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.16.20] map electric grid not connected
- Replies: 8
- Views: 4891
Re: [0.16.20] map electric grid not connected
I can't reproduce either, and I even tried hosting a server and joining it.
- Wed Jan 31, 2018 4:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [togos] [for 0.17] [0.16.4] "Enemy Bases" settings effect no changes
- Replies: 18
- Views: 10594
Re: [wheybags][0.16.4] "Enemy Bases" settings effect no changes
Oh, whoops, I misread and was checking the frequency setting and not size. Not fixed indeed
- Wed Jan 31, 2018 3:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.16.20] Stuck in cliff after using cliff explosives
- Replies: 1
- Views: 2805
Re: [wheybags][0.16.20] Stuck in cliff after using cliff explosives
Fixed for 0.16.21, thanks for reporting!
- Wed Jan 31, 2018 2:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [togos] [for 0.17] [0.16.4] "Enemy Bases" settings effect no changes
- Replies: 18
- Views: 10594
Re: [0.16.4] "Enemy Bases" settings effect no changes
Just tried, screenshot attached is Normal on the right, Very High on the left, so it seems to be working as intended.