Is this a known issue ?
Error notification when placing pumpjack.
Nothing crash though
http://i.imgur.com/8vyDTRZ.png
Search found 372 matches
- Sun Jan 31, 2016 2:56 am
- Forum: Mods
- Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
- Replies: 32
- Views: 29769
- 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
Thanks, currently my graphic card died. Replying from my mobile. Will use your attached luaKrzysD 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.
- 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.
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.
- 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...
- 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)
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)
- 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...
- 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...
- 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
No it's not. Just tested on boxing and unboxing coal in 0.12.12.DOSorDIE wrote:But dead mod.waduk wrote:Similar Mod :
https://forums.factorio.com/forum/vie ... =94&t=7481
Still works.
- Wed Oct 21, 2015 9:56 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Packager 0.2.1
- Replies: 18
- Views: 29817
- 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
You're not replying to me, but i'm gonna answer it anyway.Adil wrote:Is natural evolution even updated to 12.11? Could you list other mods that are causing this?MakiabelMFE wrote: Natural Evolution among other mods
Mine was AutoTrash 0.0.51, but it has been fixed in 0.0.52
- 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 !)
But mostly because i test all mod one by one to see which one is causing the problem (phew ! So many saving and loading !)
- 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 ...
- 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...
- 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,
To reproduce,
- Save file is made in 0.12.10 with AutoTrash_0.0.4.
- Load in 0.12.12 with AutoTrash_0.0.51
- Save file again with 0.12.12
- Load the file in 0.12.12
- Crash to desktop
- 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...
- 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 !
Not only this resolved the issue, the train pathfinding performance s significantly FASTER !
You're awesome !
- 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 #...
- 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.
- 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...
- 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...