Search found 60 matches
- Tue Aug 23, 2016 5:18 pm
- Forum: Pending
- Topic: [13.17] Crash on: "(1235): agui::Gui::destroyFlaggedWidgets"
- Replies: 2
- Views: 1326
[13.17] Crash on: "(1235): agui::Gui::destroyFlaggedWidgets"
I was playing a multiplayer game, experienced a desync, and then the game immediately crashed to desktop. I don't have a clue what might have caused it. Hopefully someone can learn something from the log file. Thanks.
- Tue May 10, 2016 8:48 pm
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 325479
Re: [MOD 0.12.x] WaiTex 1.0.1: A HD Texture Pack
Thanks for the update! Since the game started comparing hashes of each mod before allowing multiplayer connections, it is no longer possible for one player to have the 1GB version while another has the full version. Have you thought of any ways around this?
- Fri Apr 15, 2016 7:51 pm
- Forum: News
- Topic: Friday Facts #134 - Signal placement indicator
- Replies: 68
- Views: 41190
Re: Friday Facts #134 - Signal placement indicator
Blueprints or FARL, currently. Perhaps if you have large power poles, put the signals next to them?Vizzy wrote:I find one of the most time consuming aspects of rail is working out the distances between signals to try and keep a uniform signal separation.
Or perhaps we can have draggable signals?
- Fri Apr 15, 2016 7:18 pm
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 84681
Re: Friday Facts #133 - The train struggle
Part of the problem we are having in visualizing the train problem is because the cars overlap their squares when horizontal, but not vertical. No entity should overlap to the left or right, but anything with height should overlap what's behind (above) it. This is currently done for some objects but ...
- Wed Mar 23, 2016 3:54 pm
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 325479
Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack
The smart inserters are messed up also.
Fast and long look ok.
Thanks for your hard work, this is one of my favorite mods!
Fast and long look ok.
Thanks for your hard work, this is one of my favorite mods!
- Mon Mar 21, 2016 4:59 am
- Forum: Not a bug
- Topic: colors misaligned while streaming
- Replies: 2
- Views: 1685
colors misaligned while streaming
I was watching a livestream using Steam broadcast, and I noticed that nearly all entities have misaligned colors. I can see a greyscale image of the entity with the colors below it. Notably, the yellow inserters look normal. That shows that there is no problem with the stream.
factorio steam ...
factorio steam ...
- Thu Feb 04, 2016 1:36 pm
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 325479
Re: [MOD 0.12.x] WaiTex 0.9.0: A HD Texture Pack
Well, it's working now. I'm not sure what was wrong but I deleted mod_list.json and fixed it. Thanks!
- Tue Feb 02, 2016 1:12 am
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 325479
Re: [MOD 0.12.x] WaiTex 0.9.0: A HD Texture Pack
Unfortunately, I can't get the latest version to work in multiplayer. The joining computer gets a message that mod configuration doesn't match, even when both computers have the same version.
- Tue Feb 02, 2016 1:08 am
- Forum: Mods
- Topic: [Mod 0.13.x] Visible Bots 0.4.0
- Replies: 17
- Views: 31478
Re: [Mod 0.12.x] Visible Bots 0.3.0
Thanks! Looks great! Unfortunately, I can't get it it to work in multiplayer. The joining computer gets a message that mod configuration doesn't match.
- Thu Dec 31, 2015 4:50 am
- Forum: News
- Topic: Friday Facts #117 - Path Finder Optimisation I
- Replies: 42
- Views: 44764
Re: Friday Facts #117 - Path Finder Optimisation I
What's with that weird spike in the graph between length 500-600?
- Mon Nov 16, 2015 1:23 am
- Forum: Mods
- Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
- Replies: 26
- Views: 64690
Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Awesome! Do you think you can revise the recipes so the outputs are reversed also?
- Tue Oct 27, 2015 3:57 am
- Forum: Mods
- Topic: [MOD 0.12.x] Transformator
- Replies: 32
- Views: 51073
Re: [MOD 0.12.x] Transformator
JorgenRe, I tried your version in a multiplayer game and it crashed the game. The error message was: "Error while running the event handler: _ _Transformator_ _/control.lua:74: attempt to index global 'builder' (a nil value)"
- Tue Oct 20, 2015 12:12 am
- Forum: Mods
- Topic: [Mod 0.13.x] Visible Bots 0.4.0
- Replies: 17
- Views: 31478
Re: [Mod 0.1.0] Visible Bots
This is a great mod. Could you change the bots' color do they stand out from the buildings?
- Thu Jun 11, 2015 2:41 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 135697
Re: [0.11.x][v0.2.9] Bob's Modules.
I would say, let it as it is.
Why ? for my opinion;
A.) If you want to use/abuse it. You can.
B.) if you dont want to, you can simply did not use the Module.
I agree. If it feels like cheating to you, don't do it. Otherwise it sounds like too much work to make it compatible with every other ...
Why ? for my opinion;
A.) If you want to use/abuse it. You can.
B.) if you dont want to, you can simply did not use the Module.
I agree. If it feels like cheating to you, don't do it. Otherwise it sounds like too much work to make it compatible with every other ...
- Sun Jun 07, 2015 4:59 am
- Forum: Bob's mods
- Topic: Wood Farming?
- Replies: 17
- Views: 22804
Re: Wood Farming?
Or if you don't want to use trees, make synthetic wood and resin from heavy oil. If you are running low on oil, use coal cracking to heavy oil, most maps have more coal than oil.
- Sun Jun 07, 2015 1:38 am
- Forum: Bob's mods
- Topic: Builds with Bob's
- Replies: 48
- Views: 48379
Re: Builds with Bob's
My brother and I have been playing with Bob's Mods for some time. We are really enjoying the additional complexity. After finishing the game, there's not much replay value in the vanilla game.
Here we have electronic circuit production: (Hit Ctrl+Minus to see the whole image)
http://images.akamai ...
Here we have electronic circuit production: (Hit Ctrl+Minus to see the whole image)
http://images.akamai ...
- Sun Apr 05, 2015 5:19 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 319976
Re: [0.11.x][v0.7.8] Bob's Metals, Chemicals and Intermediates
Hey bob, would you consider making the images for the pipes smaller or larger, in order to distinguish between the different sizes of pipes? With so many types of pipes, it's hard to remember which is which. Thanks!
- Mon Mar 30, 2015 4:25 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 120761
Re: [0.11.x][v0.1.3]Electronics Overide
I've never really used solid fuel. There's always an abundance of coal, even on a map with sparse resources. And generally I start switching to solar power before my power needs get enormous. So coal will only be used for making plastic and carbon and stuff like that. Also, after this picture was ...
- Mon Mar 30, 2015 5:04 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 120761
Re: [0.11.x][v0.1.3]Electronics Overide
We've made a factory setup to make Electronic Circuit Boards. What a mind bender. Every time we thought we were done, we discovered something else was missing. Still, it's quite fun. This can make 45/min using lvl2 assemblers.
http://cloud-4.steamusercontent.com/ugc/707403913774472066 ...
http://cloud-4.steamusercontent.com/ugc/707403913774472066 ...
- Fri Mar 27, 2015 4:17 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 120761
Re: [0.11.x][v0.1.3]Electronics Overide
My brother and I are having endless fun with these mods. I noticed that only the Beacon MK2 & 3 uses the "Basic Electronic Circuit Boards." Is this by design, or a mistake? I think it is odd to have something in there that is barely used. Also, are there any charts that show how the materials are ...