Possible dup of problem solved for next release.
[0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
Search found 2312 matches
- Mon Dec 18, 2017 8:38 am
- Forum: Duplicates
- Topic: [0.16.5] Game crashes when tank crashes into a power pole
- Replies: 1
- Views: 997
- Mon Dec 18, 2017 8:36 am
- Forum: Duplicates
- Topic: game crush in same time
- Replies: 3
- Views: 1067
Re: game crush in same time
Possible dup of problem resolved for next release
[0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
[0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
- Mon Dec 18, 2017 6:18 am
- Forum: Duplicates
- Topic: Crash when removing power poles
- Replies: 3
- Views: 1336
Re: Crash when removing power poles
Possible dup of problem solved for next release:
[0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
[0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
- Sun Dec 17, 2017 9:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
- Replies: 18
- Views: 11764
Re: [0.16.5] Crash when removing wooden pole
Same here.
I noticed that when removing second pole, first one tries to reconnect to electric network, but all poles around in range already have 5 connections. Maybe this will help narrow down this problem.
I noticed that when removing second pole, first one tries to reconnect to electric network, but all poles around in range already have 5 connections. Maybe this will help narrow down this problem.
- Sun Dec 17, 2017 8:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.2] Missing train/wagon cursor icon
- Replies: 5
- Views: 1918
[0.16.5] Weird position of item-qty in hand (train related)
Step 1) New game > sandbox > default > "all items, tech, day, cheat" Step 2) No rails, get "cargo wagon", "locomotive", "fluid wagon" or "artillery wagon" in hand Step 3) Hover mouse over terrain without rails (whell, there is no rails so everywere) ...
- Sun Dec 17, 2017 8:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.5] Crash on setting character filters: "agui::Widget::getAbsolutePosition"
- Replies: 1
- Views: 2895
[Rseding91] [0.16.5] Crash on setting character filters: "agui::Widget::getAbsolutePosition"
Step 1) New game > scenario > sandbox Step 2) "Default" -> "Generate" Step 3) "All techs, gib items, all day, cheat mode" Step 4) Get one steel chest Step 5) Left click to open chest-gui Step 6) On left side, middle click on empty slot (to set filter) Game crashes 156.4...
- Sun Dec 17, 2017 7:50 pm
- Forum: Not a bug
- Topic: [0.16.4] 'Iron plate cannot be smelted', can't make steel
- Replies: 2
- Views: 1212
Re: [0.16.4] 'Iron plate cannot be smelted', can't make steel
Not a Bug.
You need to research "steel processing"
You need to research "steel processing"
- Sun Dec 17, 2017 7:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.4] infinity-chest triggers drawing logistic coverage
- Replies: 1
- Views: 5042
[Rseding91] [0.16.4] infinity-chest triggers drawing logistic coverage
Place infinity-chest (obtained by "/c game.player.insert("infinity-chest")") within roboport logistic range. When hovering mouse over infinity-chest, roboport range shows up (orange area and green area) - same behavior as hovering above passive provider chest. I assume this is bu...
- Sun Dec 17, 2017 7:00 pm
- Forum: Duplicates
- Topic: [0.16.4] Programmable speaker's issue
- Replies: 6
- Views: 2679
Re: [0.16.4] Programmable speaker's issue
Same here, [0.16.4] Programmable Speaker connected to constant combinator. Changing sound group from "Alarms" to "Miscellaneus" (or between any other groups) is not forcing next selectbox to refresh its content. Closing and opening gui for programmable speaker however does refres...
- Thu Dec 14, 2017 9:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.2] Recipe stealing from other forces
- Replies: 1
- Views: 2361
[Rseding91] [0.16.2] Recipe stealing from other forces
You can steal recipe from other force buildings. Step 1) Execute command: /c game.create_force("team_a"); game.player.force = "team_a"; game.player.force.reset(); game.player.force.technologies["automation"].researched = true; game.player.force.technologies["electr...
- Thu Dec 14, 2017 8:07 pm
- Forum: Duplicates
- Topic: [0.16.2] Module request not removed after hand-inserting
- Replies: 3
- Views: 1160
Re: [0.16.2] Module request not removed after hand-inserting
Oh, right however now it is more annoying as you dont need to research robots to have building with "item-proxy-request" - placing assembler-2 on a template for assembler-2(with 2*speed-module-1) producing wooden chest makes new assembler copy settings from ghost building and instantly &qu...
- Thu Dec 14, 2017 7:08 pm
- Forum: Duplicates
- Topic: [0.16.2] Module request not removed after hand-inserting
- Replies: 3
- Views: 1160
[0.16.2] Module request not removed after hand-inserting
[0.16.2 (build 34253, win64, steam)] Steps to reproduce: (tested in sandbox) - place beacon - insert 2 speed-modules-1 - do blueprint of beacon - put beacon somewhere else from blueprint - place beacon where blueprint says - when beacon is placed, settings are copied, module request for construction...