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by waduk
Sun Jan 31, 2016 2:56 am
Forum: Mods
Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
Replies: 32
Views: 29769

Re: [MOD 0.12.15+] AutoDeconstruct 0.0.3

Is this a known issue ?
Error notification when placing pumpjack.
Nothing crash though

http://i.imgur.com/8vyDTRZ.png
by waduk
Sun Oct 25, 2015 4:07 am
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 209472

Re: [MOD 0.12.1] Upgrade planner - v1.1.6

KrzysD wrote:Thanks Steeejo!

waduk try using LuaEdit 2010, if you use notepad it sometimes ruins the format or type.

Or use the attached file and overwrite it.
Thanks, currently my graphic card died. Replying from my mobile. Will use your attached lua
by waduk
Fri Oct 23, 2015 12:23 pm
Forum: Mods
Topic: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
Replies: 29
Views: 35029

Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15

@ayebawl
Sorry, my graphic card died last night, no factorio for me. Replying from mobile.
Besides, i'm just casual user, i only following jorgenre guide.
by waduk
Fri Oct 23, 2015 12:07 pm
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40700

Re: [MOD 0.12.5+] Robotic Combinators

Sorry, i can't confirm it. My graphic card died last night. Replying from my mobile. This maybe a rare case, because that save file is coming before the 0.12.11+ changes, iirc it still didn't update even after the roboport internal battery is full, that's why i said i can't reproduce it. All reprodu...
by waduk
Thu Oct 22, 2015 10:30 am
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 141152

Re: [MOD 0.12.x] Modular Armor Revamp

OK, cool.. thanks.
I'm gonna make a test run to see if something weird is happen after i disabling the mod (worrying some recipe/item cannot revert back to vanilla, stuck within save game)
by waduk
Thu Oct 22, 2015 8:39 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40700

Re: [MOD 0.12.5+] Robotic Combinators

Found a bug (maybe). If the network that the robotic combinator is assigned to monitor is being cut away from electricity, as expected they lost their info (obviously, as expected behaviour). The problem rise if the said network gain electric again, the robotic combinator is staying idle, didn't sho...
by waduk
Thu Oct 22, 2015 5:30 am
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 141152

Re: [MOD 0.12.x] Modular Armor Revamp

Question, what would happen if i disable the mod after i'm not using it ? I don't mind if i lost the armor/module, just worrying if there's any side effect on save file. Planning to use this as a way for easier build on my megabase, but i want to use vanilla armor when all the construction is finish...
by waduk
Wed Oct 21, 2015 10:40 pm
Forum: Mods
Topic: [MOD 0.12.20+] Packager 0.2.1
Replies: 18
Views: 29817

Re: [MOD 0.12.8+] Packager 0.1.1

DOSorDIE wrote:
But dead mod.
No it's not. Just tested on boxing and unboxing coal in 0.12.12.
Still works.
by waduk
Wed Oct 21, 2015 2:56 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.12] [kovarex] Save and Autosave crash
Replies: 12
Views: 11617

Re: [0.12.12] Save and Autosave crash

Adil wrote:
MakiabelMFE wrote: Natural Evolution among other mods
Is natural evolution even updated to 12.11? Could you list other mods that are causing this?
You're not replying to me, but i'm gonna answer it anyway.

Mine was AutoTrash 0.0.51, but it has been fixed in 0.0.52
by waduk
Wed Oct 21, 2015 1:12 pm
Forum: Mods
Topic: [0.17]AutoTrash 4.1.5
Replies: 147
Views: 84595

Re: [MOD 0.12.12]AutoTrash 0.0.52

I'm a lucky guy when it comes to bug finding ;)
But mostly because i test all mod one by one to see which one is causing the problem (phew ! So many saving and loading !)
by waduk
Wed Oct 21, 2015 11:57 am
Forum: Resolved Problems and Bugs
Topic: [0.12.12] [kovarex] Save and Autosave crash
Replies: 12
Views: 11617

Re: [0.12.12] Save and Autosave crash

Have similar issue with different mod, it's mod problem due 0.12.11+ changes, crashing a on loading from newly saved file, you didn't have to die to test this. Just save the file manually then re-load it, if it crash then it's not game-mechanic/autosave related bug, isn't it ? Obviously if you want ...
by waduk
Wed Oct 21, 2015 11:47 am
Forum: Mods
Topic: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
Replies: 29
Views: 35029

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

In case of CircuitGUI, the removal of either on_load or on_save is definitely broken the mod on load game. It may seems like it's working on game, but when i save the file and reload the game, they didn't update the current state, just stalling the old state. This is way beyond my comprehension to f...
by waduk
Wed Oct 21, 2015 11:21 am
Forum: Mods
Topic: [0.17]AutoTrash 4.1.5
Replies: 147
Views: 84595

Re: [MOD 0.12.12]AutoTrash 0.0.51

AutoTrash_0.0.51is crashing on Factorio 0.12.12.

To reproduce,
  1. Save file is made in 0.12.10 with AutoTrash_0.0.4.
  2. Load in 0.12.12 with AutoTrash_0.0.51
  3. Save file again with 0.12.12
  4. Load the file in 0.12.12
  5. Crash to desktop
by waduk
Wed Oct 21, 2015 11:11 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40700

Re: [MOD 0.12.5+] Robotic Combinators

OK Will get back to you when i finished figuring out which mod causing crash on newly saved game. Edit : Finish initial test, well it wasn't your mod. So that's a good thing :D So yeah the "new" v 0.3.4 is working in 0.12.12. Thanks a ton ! I really can't play Factorio without you, Choumik...
by waduk
Wed Oct 21, 2015 9:38 am
Forum: Resolved Problems and Bugs
Topic: [0.12.10] [Martin] Train cannot resolve force-calculating new path
Replies: 2
Views: 5236

Re: [0.12.10] [Martin] Train cannot resolve force-calculating new path

Wow, just wow. Just finished testing this.

Not only this resolved the issue, the train pathfinding performance s significantly FASTER !
You're awesome !
by waduk
Wed Oct 21, 2015 8:47 am
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 120322

Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.0.9

Foreman 0.0.9 crashes factorio 0.12.12: terminate called after throwing an instance of 'ScriptException' terminate called recursively Factorio crashed. Generating symbolized stacktrace, please wait ... #0 0x7f4c344d0180 in ?? at ??:0 #1 0x7f4c344d0107 in ?? at ??:0 #2 0x7f4c344d14e8 in ?? at ??:0 #...
by waduk
Wed Oct 21, 2015 8:35 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 102960

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Thanks for the update Narc, aside from the minor placement issue (easily solvable) because Gopher version use 2x1 tiles, while Hitzu use 1x1 tiles. All good.
by waduk
Wed Oct 21, 2015 8:14 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 102960

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Based on Jorgenre suggestion, all i have to do is replace all instance of "game.on" with "script.on" Then i commented out the "on_save" (line 276) because it gives me error. I managed to get it work, or is that it ? Is there anything else ? I'm using 0.12.12 Seems reas...
by waduk
Wed Oct 21, 2015 8:14 am
Forum: Mods
Topic: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
Replies: 29
Views: 35029

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

From another thread : https://forums.factorio.com/forum/viewtopic.php?p=113938#p113938 Based on Jorgenre suggestion, all i have to do is replace all instance of "game.on" with "script.on" Then i commented out the "on_save" (line 276) because it gives me error. I managed...

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