Search found 278 matches
- Fri Jul 12, 2019 11:23 pm
- Forum: Not a bug
- Topic: [0.17.55] Filter stack inserter on circuit network does nothing
- Replies: 7
- Views: 2112
Re: [0.17.55] Filter stack inserter on circuit network does nothing
yea you are correct. I redid the events fresh and I hadn't unticked the logistic network "Connect". Funny as a few experienced "smarts" people ingame looked at it and couldn't work out what was up either.
- Fri Jul 12, 2019 10:30 pm
- Forum: Not a bug
- Topic: [Oxyd] [0.17.56] Biter groups get stuck on cliffs and go idle
- Replies: 15
- Views: 3414
[Oxyd] [0.17.56] Biter groups get stuck on cliffs and go idle
This save is from a biter battles (Mewmew) tonight. If you look north there are many groups of biters that were sent by the scenario at the north's silo, but got "stuck". The biters were formed in to an attack group at near their spawners and then given an attack move command at the silo I...
- Fri Jul 12, 2019 3:03 pm
- Forum: Not a bug
- Topic: [0.17.55] Filter stack inserter on circuit network does nothing
- Replies: 7
- Views: 2112
Re: [0.17.55] Filter stack inserter on circuit network does nothing
Hmm I need to reproduce this from scratch then as in the GUI it showed the circuit network with options set, not logistic network. I believed I had disconnected it from the logistics network, which was connected before the circuit network was used.
- Fri Jul 12, 2019 12:25 am
- Forum: Not a bug
- Topic: [0.17.55] Filter stack inserter on circuit network does nothing
- Replies: 7
- Views: 2112
[0.17.55] Filter stack inserter on circuit network does nothing
A filter stack inserter connected to a circuit network and configured to "Set filters" no longer reacts to positive circuit signals. It just sits there idle. The below blueprint doesn't activate the filter stack inserter. Capture.PNG Blueprint string of setup: 0eNqtU9tuwjAM/Rc/J1LDZaD+yoSi...
- Tue Jul 09, 2019 2:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [17.55] Crash after update
- Replies: 6
- Views: 1789
Re: [17.55] Crash after update
Same issue when going from .54 to .55. However, I did get the .54 to .55 changelog shown on the following manual start of the game.
I also had the issue going from .53 to .54. Not sure if OP did?
I also had the issue going from .53 to .54. Not sure if OP did?
- Mon Jul 08, 2019 6:37 pm
- Forum: Modding interface requests
- Topic: Add radius to LuaSurface.destroy_decoratives() and LuaSurface.find_decoratives_filtered()
- Replies: 1
- Views: 514
Add radius to LuaSurface.destroy_decoratives() and LuaSurface.find_decoratives_filtered()
Add an optional radius argument to LuaSurface.destroy_decoratives() and LuaSurface.find_decoratives_filtered() for use with position to get/destroy all decoratives within a radius of a point. Similar to how radius functions in LuaSurface.find_entities_filtered() Use case is for deleting all decorati...
- Mon Jul 08, 2019 6:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.17.54] Setting FireFlame prototype's spread_delay_deviation to less than 2 crashes the game
- Replies: 2
- Views: 2352
[posila][0.17.54] Setting FireFlame prototype's spread_delay_deviation to less than 2 crashes the game
Setting FireFlame prototype's spread_delay_deviation to less than the value of 2 crashes the game when the fire entity is created in Editor mode and the game is running (not speed paused).
https://wiki.factorio.com/Prototype/Fir ... _deviation
https://wiki.factorio.com/Prototype/Fir ... _deviation
- Wed Jul 03, 2019 10:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.53] Mod settings field highlighting doesn't clear on focus loss
- Replies: 1
- Views: 2800
[kovarex] [0.17.53] Mod settings field highlighting doesn't clear on focus loss
In the mod settings GUI when you highlight the contents of a text field and click on to another field the highlighting of the first field isn't removed. Capture.PNG In the attached example I: clicked in to a text field selected the text in the field clicked on to the next field and repeated In this ...
- Mon Jul 01, 2019 12:18 am
- Forum: Modding interface requests
- Topic: Add a way to hide item usage by a rocket silo from stats
- Replies: 0
- Views: 468
Add a way to hide item usage by a rocket silo from stats
At present the items sent in a rockets inventory and the items that are created in the rocket silos result inventory can't be hidden from production stats like a recipe in an assembling machine can be. As suggestions I think this could be resolved by either: New attributes on an item prototype to hi...
- Mon Jun 24, 2019 9:34 pm
- Forum: Implemented mod requests
- Topic: Add on_research_cancelled event
- Replies: 2
- Views: 1394
Add on_research_cancelled event
Can we add an on_research_cancelled event that includes which research was cancelled. It should be called for both the current research and for ones in the queue. My use case is I react to the number of a specific infinite research being done/queued in relation to an ingame maximum. When there is as...
- Sun Jun 23, 2019 10:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.50] "Undiscovered" technologies can be researched
- Replies: 1
- Views: 2243
[0.17.50] "Undiscovered" technologies can be researched
If I disable an infinite technology which has the "visible_when_disabled" property as true it appears in the list as I'd expect, however it can still be researched if clicked when in normal gameplay mode (non editor). The technology is listed as "undiscovered" and has no backgrou...
- Fri Jun 07, 2019 2:56 pm
- Forum: Duplicates
- Topic: [0.17.46] invalid data error not handled nicely
- Replies: 5
- Views: 691
Re: [0.17.46] invalid data error not handled nicely
Please update forum Search to look inside images for text
- Fri Jun 07, 2019 2:13 pm
- Forum: Duplicates
- Topic: [0.17.46] invalid data error not handled nicely
- Replies: 5
- Views: 691
[0.17.46] invalid data error not handled nicely
The mod Big Monsters version 0.17.15 does something in the data stage that the game doesn't like. However the error isn't caught in a nice way like most, identifying the specific mod(s) that touched the data entry, with the buttons to disable mods, restart, etc. Rather in a simple error message box ...
- Sun Jun 02, 2019 11:20 pm
- Forum: Duplicates
- Topic: [0.17.45]Game crash in heavy mode
- Replies: 4
- Views: 946
Re: [0.17.45]Game crash in heavy mode
no, but from looking at the deync report, heavy mode dumps, mod code and speaking to the mod author we have identified a local variable that affects the game state. So hopefully it it this causing the issues. This local variable affects the chance and location of entity creation, all be it with a lo...
- Sun Jun 02, 2019 9:44 pm
- Forum: Duplicates
- Topic: [0.17.45]Game crash in heavy mode
- Replies: 4
- Views: 946
Re: [0.17.45]Game crash in heavy mode
by fail I mean fail a CRC check and show a desync. Glad they are the same issue. I was trying to recreate the desync experienced in the MP game before the save crashing covered in the other bug when this crash in heavy mode occurred. I was testing around the Will-o'-the-Wisps updated mod: https://mo...
- Sun Jun 02, 2019 4:34 pm
- Forum: Duplicates
- Topic: [0.17.45]Game crash in heavy mode
- Replies: 4
- Views: 946
[0.17.45]Game crash in heavy mode
I was testing a modded game and while in Editor mod with the Time Usage statistsics up I ran heavy mode and the game crashed. I've attached the logs, but had done a lot of messing around in the map and so can't reproduce it from the save. The save can be made to fail the heavy checks via certain pla...
- Sun Jun 02, 2019 3:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.45] Game crashes when saving map
- Replies: 2
- Views: 2242
[0.17.45] Game crashes when saving map
in a modded 0.17.45 MP game the server crashed when trying to auto save the map. When any of the connected players tried to save the current map locally they also crashed. The log file from one of the clients is attached. When the most recent auto save (from quite a while before this) was loaded the...
- Thu May 30, 2019 6:51 pm
- Forum: Releases
- Topic: Version 0.17.44
- Replies: 20
- Views: 12994
Re: Version 0.17.44
thanks for breaking his mods again. I miss these posts on some releasesSuperSandro2000 wrote: ↑Thu May 30, 2019 3:17 pmProbably broke on of my mods again like always. Thanks for that!
- Tue May 28, 2019 10:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] [0.17.43] Supply Mission Win dialog too small
- Replies: 1
- Views: 1640
[Bilka] [0.17.43] Supply Mission Win dialog too small
The dialog shown when you win the Supply Mission is too small. The "Time" text is cut off.
- Tue May 28, 2019 12:49 pm
- Forum: Modding interface requests
- Topic: Add on_entity_damage_absorbed event and/or expand on_entity_damaged event
- Replies: 1
- Views: 851
Re: Add on_entity_damage_absorbed event and/or expand on_entity_damaged event
largely done in the fixes for: viewtopic.php?f=30&t=71218
the separation of damage absorbed by armour resistances vs damage then absorbed by shields isn't included in the event.
the separation of damage absorbed by armour resistances vs damage then absorbed by shields isn't included in the event.