This is from an old Factorio version, if this wasn't a one-time thing and it still happens in the new stable version - 0.12, please report it again.
Also the dig output seems to be correct.
Search found 616 matches
- Tue Jan 05, 2016 9:00 am
- Forum: Pending
- Topic: [0.11.12][OSX] Crash on DNS-Error
- Replies: 1
- Views: 7457
- Tue Dec 15, 2015 10:04 pm
- Forum: Won't fix.
- Topic: [0.12.19][MAC] Steam Shortcut Crash
- Replies: 7
- Views: 19734
Re: [0.12.19][MAC] Steam Shortcut Crash
This is caused by a OS X 10.6 compatibility fix, we will be dropping that for the Steam release, can't say about 0.13.
- Wed Dec 09, 2015 9:29 am
- Forum: This Forum
- Topic: Attachment quotas
- Replies: 9
- Views: 17274
Re: Attachment quotas
The max upload size was set to 128MB.
- Mon Dec 07, 2015 9:05 am
- Forum: This Forum
- Topic: "413 Request Entity Too Large" when attaching files
- Replies: 2
- Views: 9570
Re: "413 Request Entity Too Large" when attaching files
The maximum allowed file size was increased.
- Fri Dec 04, 2015 11:15 am
- Forum: This Forum
- Topic: "413 Request Entity Too Large" when attaching files
- Replies: 2
- Views: 9570
Re: "413 Request Entity Too Large" when attaching files
The forum was migrated to a different server, I will look into this.
- Thu Dec 03, 2015 3:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.13] Intermittent crash when loading games on Mac
- Replies: 14
- Views: 28497
Re: [0.12.13] Intermittent crash when loading games on Mac
I tried running the game with larger amounts of threads on my Mac machines, but I didn't have any luck reproducing the issue. The solution for now, is unfortunately running with 4 or less threads, even though that decreases the performance. Moving to known issues until we know more.
- Thu Dec 03, 2015 12:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.19] [Martin] Chain Signal not preventing crash in rare cases
- Replies: 9
- Views: 15699
Re: [0.12.19] [Martin] Chain Signal not preventing crash in rare cases
Thanks for the report, this will be fixed in the next version.
- Thu Nov 26, 2015 10:35 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.19] [Martin] Chain Signal not preventing crash in rare cases
- Replies: 9
- Views: 15699
Re: [0.12.19] [Martin] Chain Signal not preventing crash in rare cases
Would you happen to have an earlier save?
- Tue Nov 24, 2015 1:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.17] [Martin] Beam laser issues.
- Replies: 11
- Views: 14831
Re: [0.12.17] [Martin] Beam laser issues.
Weapons with type projectile will destroy the beam after 1 tick, I can take a look at that for 0.13, but for now, this stays. If you use the correct type, it should work, the ammo consumption has also been fixed for the next release.
- Mon Nov 23, 2015 8:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.17] [Martin] Beam laser issues.
- Replies: 11
- Views: 14831
Re: [0.12.17] [Martin] Beam laser issues.
Yes, it will work, range affects max creation range, max_length well... max length. So it might actually make sense to have those as separate.
- Mon Nov 23, 2015 12:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.17] [Martin] Beam laser issues.
- Replies: 11
- Views: 14831
Re: [0.12.17] [Martin] Beam laser issues.
The turret works after the fix, there is one slight annoyance though. There are 2 variables you can control - range in attack params and max_length in action delivery - they have to be set to the same value for the beam to work correctly (if range>max_length, the beam can exist for just 1 tick befor...
- Fri Nov 20, 2015 11:14 am
- Forum: General discussion
- Topic: Anyone else think this game needs some Zombie's?
- Replies: 22
- Views: 17404
- Fri Nov 20, 2015 10:41 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.17] [Martin] Beam laser issues.
- Replies: 11
- Views: 14831
Re: [0.12.17] [Martin] Beam laser issues.
Got the personal weapon fixed (and hopefully the crash), would you happen to have an example with the turret so I can take a look at that?
- Tue Nov 10, 2015 8:59 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.16] Rotating a locomotive crashes the game
- Replies: 1
- Views: 5523
Re: [0.12.16] Rotating a locomotive crashes the game
Thanks for the report, fixed for the next release. Rotating locomotives while driving in manual is intentional.
- Tue Nov 10, 2015 8:52 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.15] Rail signal got "stuck"
- Replies: 5
- Views: 10124
Re: [0.12.15] Rail signal got "stuck"
Thank you for the report, this will be fixed in the next release.
- Mon Nov 09, 2015 9:31 am
- Forum: Not a bug
- Topic: (0.12.16)senario pack mac os x
- Replies: 2
- Views: 4379
Re: (0.12.16)senario pack mac os x
This looks like you're running the game from the mounted dmg you downloaded, you need to move the factorio.app to /Applications (or somewhere else) to run the game.
- Wed Nov 04, 2015 9:51 am
- Forum: Pending
- Topic: [0.12.6] [Mac OSX] [Martin] [pending] Freeze on application start
- Replies: 8
- Views: 16276
Re: [0.12.6][Mac OSX] [Martin] Freeze on application start
The latest releases were built on 10.11, is this still happening?
- Fri Oct 30, 2015 10:39 pm
- Forum: News
- Topic: Friday Facts #110 - Tech art finished
- Replies: 52
- Views: 40092
Re: Friday Facts #110 - Tech art finished
I notified Albert about the mistake immediately after he posted the molecule icons, but no change since then, I guess he had better things to dojorgenRe wrote:Because il not stop until its correct !
- Tue Oct 27, 2015 9:20 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1] [Martin] Looped Chain Signals Stuck on Blue
- Replies: 4
- Views: 8861
Re: [0.12.1] [Martin] Looped Chain Signals Stuck on Blue
Fixed for next release.
- Tue Oct 20, 2015 9:31 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.10] [Martin] Train cannot resolve force-calculating new path
- Replies: 2
- Views: 5203
Re: [0.12.10] [Martin] Train cannot resolve force-calculating new path
Thanks for the report, I tweaked the path finding values for trains that are waiting on signals, so this should be working better in the next release.