Search found 74 matches
- Fri Jul 19, 2019 9:10 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 236420
Re: Friday Facts #304 - Small bugs; Big changes
I think the best way to solve the stopped refinery problem is to introduce a research step for Cracking that needs only red and green science. Keep everything else exactly as it is now. No need to move robots back, no change to flamethrowers. Newbies will see that their refineries stopped and they w...
- Wed Jul 17, 2019 7:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Mods using Require in migration scripts
- Replies: 4
- Views: 3516
[Rseding91] Mods using Require in migration scripts
I have a test environment in which I test downloaded mods before I use them in games. Adding a mod while loading a save file, I get "Require can't be used outside of control.lua parsing." I see this error with a number of mods, so I assume this was allowed at some point. Is this a bug intr...
- Thu Jul 04, 2019 6:53 pm
- Forum: Releases
- Topic: Version 0.17.54
- Replies: 55
- Views: 30804
Re: Version 0.17.54
I am getting "Update Failed" going from .52 to .54 at just above 50% download.
- Wed Jun 19, 2019 10:56 am
- Forum: Mod portal Discussion
- Topic: Mod portal application error
- Replies: 1
- Views: 1079
Mod portal application error
Nine out of ten times I get an Application Error when trying to load mods.factorio.com. An error occurred in the application and your page could not be served. If you are the application owner, check your logs for details. You can do this from the Heroku CLI with the command heroku logs --tail No is...
- Thu May 30, 2019 2:54 am
- Forum: Not a bug
- Topic: [0.17.43] train.carriages order
- Replies: 4
- Views: 1115
Re: [0.17.43] train.carriages order
Thanks for the explanation.
I solved the problem by finding the shorter distance between the stop and the locos at the ends.
Not the most elegant solution, but I do need to know which loco is actually at the stop.
I solved the problem by finding the shorter distance between the stop and the locos at the ends.
Not the most elegant solution, but I do need to know which loco is actually at the stop.
- Wed May 29, 2019 9:24 pm
- Forum: Not a bug
- Topic: [0.17.43] train.carriages order
- Replies: 4
- Views: 1115
Re: [0.17.43] train.carriages order
So, what is the point of calling a locomotive a front_mover when it is in the back of the train?
Or front_stock, for that matter?
Or front_stock, for that matter?
- Wed May 29, 2019 8:12 pm
- Forum: Not a bug
- Topic: [0.17.43] train.carriages order
- Replies: 4
- Views: 1115
[0.17.43] train.carriages order
I am not sure if this is a bug, but it sure seems that way to me. A train L1-C-L2 pulls up to a station with L1 pulling - train was built in same order. train.carriages has order L2-C-L1 train.locomotives.front_movers is L2 train.back_stock is L1 It seems to me the front of the train should be at th...
- Tue May 14, 2019 7:56 pm
- Forum: Not a bug
- Topic: Train colors different when set via a script
- Replies: 1
- Views: 591
Train colors different when set via a script
locos.png Both of the above locomotives are black {0,0,0}, but the top one was set via script and the other via GUI. The top one is much nicer, not so washed out, but that cannot be achieved via the GUI. locos2.png Both of the above locomotives are white {255,255,255}. Top via script. Now the botto...
- Mon May 13, 2019 7:44 pm
- Forum: Mod portal Discussion
- Topic: mod portal certificate expired
- Replies: 1
- Views: 1217
mod portal certificate expired
direct.mods-data.factorio.com uses an invalid security certificate.
The certificate expired on Monday, May 13, 2019, 4:55 AM. The current time is Monday, May 13, 2019, 3:35 PM. Error code: SEC_ERROR_EXPIRED_CERTIFICATE
The certificate expired on Monday, May 13, 2019, 4:55 AM. The current time is Monday, May 13, 2019, 3:35 PM. Error code: SEC_ERROR_EXPIRED_CERTIFICATE
- Sun May 12, 2019 1:18 pm
- Forum: Minor issues
- Topic: [0.17.38] Inconsistent locomotive rotations
- Replies: 0
- Views: 605
[0.17.38] Inconsistent locomotive rotations
If a locomotive is held in the cursor and then placed on a track, the orientation of the placed locomotive does not match the cursor's orientation. These examples use N-S track, but similar issue with E-W track as well. Ex: Locomotive facing North. Copy it with Q, cursor will orient it North. Place ...
- Thu May 02, 2019 7:07 pm
- Forum: Releases
- Topic: Version 0.17.35
- Replies: 20
- Views: 14744
Re: Version 0.17.35
Mod GUI root elements (top/left/center/goal) are now contained in scroll panes, so when there is not enough space, it will become scrollable instead of being cut off. With enough space, it looks the same as before, the only change is, that the mod GUI contents can now not expect to be squashed by t...
- Tue Apr 23, 2019 8:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] [0.17.32] game,tick_paused read/write type mismatch
- Replies: 1
- Views: 1733
[Bilka] [0.17.32] game,tick_paused read/write type mismatch
game.tick_paused is documented as boolean R/W
However on Read, type(game.tick_paused) returns "number" BUT it appears to be boolean on Write as setting it to a number is ignored.
So right now it has to be tested against 0 or 1 and set true or false.
However on Read, type(game.tick_paused) returns "number" BUT it appears to be boolean on Write as setting it to a number is ignored.
So right now it has to be tested against 0 or 1 and set true or false.
- Mon Apr 22, 2019 9:40 pm
- Forum: Duplicates
- Topic: [0.17.32] Problem with dialog layout in Test mod
- Replies: 3
- Views: 1044
Re: [0.17.32] Problem with dialog layout in Test mod
Yes, same issue. Three different reports actually now. Hope this can be fixed at some point.
- Mon Apr 22, 2019 3:09 pm
- Forum: Duplicates
- Topic: [0.17.32] Problem with dialog layout in Test mod
- Replies: 3
- Views: 1044
[0.17.32] Problem with dialog layout in Test mod
I have a Test mod that creates a text box and some elements below it in a frame. I run in 1920x1080 windowed mode and the frame size is w=450, h=600 by default. At this point, all elements are clickable. If I change the height to 800, the last row of elements are displayed, but are unresponsive. Use...
- Fri Apr 12, 2019 2:40 pm
- Forum: Not a bug
- Topic: [0.17] Event inconsistencies
- Replies: 1
- Views: 509
[0.17] Event inconsistencies
Not sure what is intended, but... In on_init event, during game creation, game.print does nothing. When on_init is delivered on mod being added to a saved game, game.print works. There is no way to get info on what is going on in on_load, as there is no game, so no way to log anything. on_player_joi...
- Fri Apr 12, 2019 10:47 am
- Forum: Modding help
- Topic: Equivalent event to on_player.joined_game in single player?
- Replies: 4
- Views: 882
Re: Equivalent event to on_player.joined_game in single player?
Thanks for the info, I will try this.
- Thu Apr 11, 2019 4:50 pm
- Forum: Modding help
- Topic: Equivalent event to on_player.joined_game in single player?
- Replies: 4
- Views: 882
Re: Equivalent event to on_player.joined_game in single player?
Well, this obviously makes sense to you, but I don't get it. :oops: A player can generate an event by clicking something. On this event I can print "Welcome back", but I can't do this in an event handler automatically when a save is loaded in single player mode? Why not just send the playe...
- Thu Apr 11, 2019 4:02 pm
- Forum: Modding help
- Topic: Equivalent event to on_player.joined_game in single player?
- Replies: 4
- Views: 882
Equivalent event to on_player.joined_game in single player?
I want to detect when a player starts a new playing session, so that session specific variables can be set. on_player_joined_game seems to do the job for multi-player, but there is no event when a single player save is loaded. As an illustrative example: How would I be able to print "Welcome ba...
- Wed Apr 03, 2019 3:34 pm
- Forum: Ideas and Suggestions
- Topic: Tighter S-curve rails
- Replies: 7
- Views: 3750
Re: Tighter S-curve rails
Well, this is from a long time ago. Any word on getting the ability to switch rails that are closer together?
The way it is now leads to some really awkward looking designs.
The way it is now leads to some really awkward looking designs.
- Tue Apr 02, 2019 5:48 pm
- Forum: Releases
- Topic: Version 0.17.24
- Replies: 24
- Views: 17965
Re: Version 0.17.24
Download link for ..24 gives 404 error - file not found.