Search found 129 matches
- Wed Aug 07, 2019 4:01 am
- Forum: Pending
- Topic: [Rseding91] [0.17.63] Attempting to sweep SubSpritePool while sub sprites are still being used.
- Replies: 5
- Views: 1932
[Rseding91] [0.17.63] Attempting to sweep SubSpritePool while sub sprites are still being used.
Troubleshooting a mod not starting the game. "Disable mods" GUI appears. Make minor changes in mod code. Select Restart Game Crashes out Mods to be disabled: β’ space-exploration β’ Squeak Through 301.241 Info AppManager.cpp:1211: Restarting Factorio 301.241 Restarting for reason other than ...
- Mon Aug 05, 2019 1:20 pm
- Forum: Mod portal Discussion
- Topic: Deprecated mod appearing in search results
- Replies: 0
- Views: 875
Deprecated mod appearing in search results
Recently deprecated an old version of burner leech, originally by Klonan, as I overhauled how it worked and wanted to get rid of the "A16 Fix" part of the name. However, when searching for the replacement mod, the deprecated mod still appears in the listings. https://mods.factorio.com/quer...
- Mon Aug 05, 2019 11:26 am
- Forum: Modding interface requests
- Topic: Request: module_specification.allowed_module_categories
- Replies: 12
- Views: 4161
Re: Request: module_specification.allowed_module_categories
As far as I can tell, that shouldn't interfere with the suggested changes.
- Mon Jul 29, 2019 5:01 am
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.17.59] Placing train shows power zones
- Replies: 12
- Views: 4906
Re: [0.17.59] Placing train shows power zones
Possible *not-a-bug*.
Seeing trains are now blueprintable.
Seeing trains are now blueprintable.
- Sat Jul 27, 2019 10:19 am
- Forum: Implemented in 2.0
- Topic: Options for Tree & Rock Generation
- Replies: 22
- Views: 5181
Re: Options for Tree & Rock Generation
Go tell the mod maker.slippycheeze wrote: βFri Jul 26, 2019 7:45 pmthe Bioluminescence entities are trees, shrubs, and reedsEnigmaticAussie wrote: βFri Jul 26, 2019 11:25 amTrees and rocks are not decorative though, they are technically a resource.
This isn't a base issue.
Having options for spawning actual trees and rocks is.
- Fri Jul 26, 2019 1:30 pm
- Forum: Duplicates
- Topic: [0.17.59] Keyboard doesn't work in Load UI
- Replies: 2
- Views: 905
Re: [0.17.59] Keyboard doesn't work in Load UI
This is a duplicate of viewtopic.php?f=30&t=73671 and already resolved.
- Fri Jul 26, 2019 11:25 am
- Forum: Implemented in 2.0
- Topic: Options for Tree & Rock Generation
- Replies: 22
- Views: 5181
Re: Options for Tree & Rock Generation
Trees and rocks are not decorative though, they are technically a resource.
- Fri Jul 26, 2019 11:23 am
- Forum: Ideas and Suggestions
- Topic: in-game mod interface UX improvement: arrow keys and spacebar are usable to enable/disable installed mods
- Replies: 2
- Views: 822
- Fri Jul 26, 2019 4:58 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.59][Linux] Del key does not toggle mod deletion sometimes
- Replies: 2
- Views: 2156
[0.17.59][Linux] Del key does not toggle mod deletion sometimes
Browse installed mods.
Use *del* key to mark/unmark for deletion.
Sometimes it works, sometimes not.
I tried clicking the mod - del key does not work
Using arrow keys to navigate to the same mod - del key works.
Use *del* key to mark/unmark for deletion.
Sometimes it works, sometimes not.
I tried clicking the mod - del key does not work
Using arrow keys to navigate to the same mod - del key works.
- Fri Jul 26, 2019 4:42 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.59][Linux] Crash while browsing modslist
- Replies: 1
- Views: 2012
[0.17.59][Linux] Crash while browsing modslist
440.640 Error CrashHandler.cpp:595: Received SIGSEGV Factorio crashed. Generating symbolized stacktrace, please wait ... Raw stacktrace: 0xb212e8, 0xceaebd, 0xbaf7b8, 0xbafad8, 0xbafb39, 0x43f60, 0xba254, 0x635578, 0xb46118, 0xb46540, 0xd20e41, 0x145b322, 0x145bbde, 0x145c6dd, 0x146f438, 0x1407a9c, ...
- Thu Jul 25, 2019 12:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
- Replies: 18
- Views: 6495
Re: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
I don't mind the hard crash - but I can understand the logic behind not letting it happen.
Especially seeing as essentially it's a mod problem, not a core problem.
I'll have a think about some possible implementations of fixes for this and get back to you.
Especially seeing as essentially it's a mod problem, not a core problem.
I'll have a think about some possible implementations of fixes for this and get back to you.
- Thu Jul 25, 2019 1:01 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
- Replies: 18
- Views: 6495
Re: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
But for this case I think I will just prevent having any overlapping connections within one entity as a check in the prototype, which would give a warning into the log if that happens. I assume this means that it won't crash out, but rather just have a Warning ModManager.cpp: ... multiple connectio...
- Wed Jul 24, 2019 4:26 am
- Forum: Duplicates
- Topic: FluidSystem.cpp:243: this->blockedConnectionCount == blockedConnectionCounter was not true
- Replies: 1
- Views: 577
FluidSystem.cpp:243: this->blockedConnectionCount == blockedConnectionCounter was not true
I was troubleshooting a bug report for assembler-pipe-passthrough, and came across another CTD. Original save: https://mega.nz/#!eQcWHaCZ!Q1e3Qmdh4MKNipLceJ2IAmtHHmXovVCVjZJnlE-4xjY I loaded the save with a subset of the mods enabled: Angels Smelting Angels Refining Angels Petro Chem If I keep Picke...
- Wed Jul 24, 2019 2:32 am
- Forum: Ideas and Suggestions
- Topic: Verbose feedback when loading a save
- Replies: 0
- Views: 402
Verbose feedback when loading a save
TL;DR: add an option which displays to the user what the game is actually doing when loading a save. What: When loading a large save, with many mods, and the `on_configuration_changed` event fires - I would like to know that the game is running through migrations and configuration changes - perhaps ...
- Wed Jul 24, 2019 1:57 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
- Replies: 18
- Views: 6495
Re: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
sigh
This will be partially my fault.
Assembler-Pipe-Passthrough should be bersion 0.0.6.
Attached is a minimal save, and the correct version of APP.
Load the save without APP, everything is ok.
Enable APP_0.0.6
Load save
CTD.
???
Profit!
This will be partially my fault.
Assembler-Pipe-Passthrough should be bersion 0.0.6.
Attached is a minimal save, and the correct version of APP.
Load the save without APP, everything is ok.
Enable APP_0.0.6
Load save
CTD.
???
Profit!
- Tue Jul 23, 2019 11:44 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
- Replies: 18
- Views: 6495
Re: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
Not quite the crash to desktop that we had before. So there's something else at play. Load the save, you'll see that the assembler on the left makes express belts. Quit. Enable EA-test-mod. Load save, the fluidboxes get extra pipe_connections and the lube pipeline turns into heavy oil. Like I say, i...
- Tue Jul 23, 2019 11:12 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
- Replies: 18
- Views: 6495
Re: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
It was on the list before the save crashed and cheeze overwrote it.
But all you should need to do is add it, and load the save.
Make sure you have version 0.0.5.
I'll see if I can put together a quick test mod to replicate the issue without all the bloat.
But all you should need to do is add it, and load the save.
Make sure you have version 0.0.5.
I'll see if I can put together a quick test mod to replicate the issue without all the bloat.
- Mon Jul 22, 2019 1:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
- Replies: 18
- Views: 6495
Re: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
Minimal mods required (I think): Assembler-Pipe-Passthrough_0.0.5 Geothermal PickerPipeTools It will break most things play wise, but should give you a crash out. As far as what to do with it... I guess it shouldn't be possible to have multiple input/output/input-output fluidbox connections, in the ...
- Sun Jul 21, 2019 8:57 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
- Replies: 18
- Views: 6495
Re: [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
I have not reduced the set of mods involved, but my prediction is that you need two of them only: Assembler Fluid Passthrough, and Geothermal. I believe the offending machine is actually part of the Space Exploration pack. I am investigating this. I was wrong - you were right. I've added compatibil...
- Sun Jul 21, 2019 7:48 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
- Replies: 18
- Views: 6495
Re: [Mod related] fluid mixing assertion failure triggered by upgrade of Assembler Fluid Passthrough mod.
I believe the offending machine is actually part of the Space Exploration pack.slippycheeze wrote: βSat Jul 20, 2019 7:07 pmI have not reduced the set of mods involved, but my prediction is that you need two of them only: Assembler Fluid Passthrough, and Geothermal.
I am investigating this.