Search found 658 matches
- Tue Apr 30, 2019 12:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.2] frequency and size are not intuitive
- Replies: 1
- Views: 2085
Re: [Dominik][0.17.2] frequency and size are not intuitive
Hi, in order to clarify all this stuff we have added checkboxes to disable features instead of the slider values.
- Mon Apr 29, 2019 11:51 am
- Forum: News
- Topic: Friday Facts #292 - Inching closer to stable
- Replies: 41
- Views: 22467
Re: Friday Facts #292 - Inching closer to stable
One thing about the multiplayer stress tests. It's a good thing and all that, but you need to also do that sort of thing with modpacks, otherwise there's a whole heap of desyncs that could happen with mods that you're not going to find this way. While testing with mods have its purpose too, the aim...
- Fri Apr 26, 2019 12:19 pm
- Forum: Not a bug
- Topic: [kovarex] [0.17.25] crash when loading game
- Replies: 4
- Views: 1492
Re: [0.17.25] crash when loading game
Making chunk at unreasonable position. I think we had this somewhere before? Is it already fixed?
- Thu Apr 25, 2019 12:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.31] Pipette/rotate assembler with fixed fluid recipe crashes game
- Replies: 2
- Views: 2559
Re: [Dominik][0.17.31] Pipette/rotate assembler with fixed fluid recipe crashes game
Hi, this is really great as I have been trying to find the source of this crash for a long time. Now I finally got it and fixed it. Thanks!
- Wed Apr 24, 2019 12:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.31] Power poles building still bugged :(
- Replies: 3
- Views: 2344
Re: [Dominik][0.17.31] Power poles building still bugged :(
Wrote it again, I hope it will make it there this time.
- Wed Apr 24, 2019 9:50 am
- Forum: Combinator Creations
- Topic: Raycasting engine in factorio
- Replies: 25
- Views: 17712
Re: Raycasting engine in factorio
Very cool!!
- Sat Apr 20, 2019 10:03 am
- Forum: Technical Help
- Topic: [0.17.32] 5th Steam Engine Placement causes hard crash, computer reboots.
- Replies: 17
- Views: 2974
Re: [0.17.32] 5th Steam Engine Placement causes hard crash, computer reboots.
The most special thing about the steam engines are not the fluids but the smoke. So I would look in the GPU direction.
- Sat Apr 20, 2019 10:00 am
- Forum: Releases
- Topic: Version 0.17.32
- Replies: 62
- Views: 27618
Re: Version 0.17.32
As a brief explanation - fixing the fluids is not that simple. It is simple to fix the asymmetry (which I do think is a problem) but then the fluids start to work too well and that is a problem. Suddenly different waves propagate through the system that can even totally clog it. And fixing a simulat...
- Fri Apr 19, 2019 1:38 pm
- Forum: Technical Help
- Topic: [0.17.32] 5th Steam Engine Placement causes hard crash, computer reboots.
- Replies: 17
- Views: 2974
Re: [0.17.32] 5th Steam Engine Placement causes hard crash, computer reboots.
Hi,
Factorio can't turn off your computer. You either have faulty hardware or a girlfriend that pulls your power cable whenever you play too much.
Factorio can't turn off your computer. You either have faulty hardware or a girlfriend that pulls your power cable whenever you play too much.
- Fri Apr 19, 2019 1:32 pm
- Forum: Releases
- Topic: Version 0.17.32
- Replies: 62
- Views: 27618
Re: Version 0.17.32
The fluids are on the program but I have only had little time to do experiments between all the bugs. Right now the fluids seem to be pretty much bug free so I should get to the fluids again - along with the character gui. Yes, the more accurate model is slower, not faster. Right now it is as fast a...
- Thu Apr 18, 2019 12:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.17][Mod] Fluid boxes not updating connections after create entity script event
- Replies: 13
- Views: 7290
Re: [Dominik][0.17.17][Mod] Fluid boxes not updating connections after create entity script event
Being in the resolved category is the news. Sorry I did not post anything.
- Thu Apr 18, 2019 11:43 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [0.17.31] Pipe or deconstruction crash.
- Replies: 6
- Views: 3045
Re: [Dominik][0.17.31] Pipe or deconstruction crash.
I have made a fix but missed the release, so unfortunately you will need to wait for .33.
- Thu Apr 18, 2019 10:01 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.28] Rare memory corruption from mod moving fluid entities
- Replies: 10
- Views: 4761
Re: [Dominik][0.17.28] Rare memory corruption from mod moving fluid entities
This is not my area but are you sure? Afaik teleport as any other script buildability check should allow an entity to overlap with itself.
- Thu Apr 18, 2019 9:52 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.31] Power poles building still bugged :(
- Replies: 3
- Views: 2344
Re: [Dominik][0.17.31] Power poles building still bugged :(
It, indeed, is still broken. My rather complicated fix disappeared, there is no trace of it. So I guess I will have to write it again.
- Thu Apr 18, 2019 9:35 am
- Forum: Won't fix.
- Topic: [Dominik][0.17.31] Underground belt direction inconsistent
- Replies: 9
- Views: 3073
Re: [0.17.31] Underground belt direction inconsistent
Hey, thanks for the nice report.
When I do what you do, it is not happening to me. But it might have been fixed by a fix of different bug that I did recently. So please, try it again with the next version and let me know if it is still happening or not.
When I do what you do, it is not happening to me. But it might have been fixed by a fix of different bug that I did recently. So please, try it again with the next version and let me know if it is still happening or not.
- Tue Apr 16, 2019 2:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.4] Crash placing assembler 2 over ghost of assembler 3: "ProductionHelper::createMaterialGuiSlot"
- Replies: 10
- Views: 3008
Re: [Dominik][0.17.4] Crash placing assembler 2 over ghost of assembler 3: "ProductionHelper::createMaterialGuiSlot"
I am closing this report since whatever was causing the issue in your case have been fixed and it might discourage people from adding their report when they see this. The crash is still happening but I won't know why until somebody reports it again in the current version. Thanks all for your help.
- Tue Apr 16, 2019 2:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.4] Crash placing assembler 2 over ghost of assembler 3: "ProductionHelper::createMaterialGuiSlot"
- Replies: 10
- Views: 3008
Re: [Dominik][0.17.4] Crash placing assembler 2 over ghost of assembler 3: "ProductionHelper::createMaterialGuiSlot"
I am closing this report since whatever was causing the issue in your case have been fixed and it might discourage people from adding their report when they see this. The crash is still happening but I won't know why until somebody reports it again in the current version. Thanks all for your help.
- Tue Apr 16, 2019 12:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.28] Rare memory corruption from mod moving fluid entities
- Replies: 10
- Views: 4761
Re: [Dominik][0.17.28] Rare memory corruption from mod moving fluid entities
The fluid mixing was mostly treated, but not in all cases, I have fixed that now. But the mod is really doing weird stuff, jumping 15 one way, 20 another...
- Tue Apr 16, 2019 9:51 am
- Forum: Won't fix.
- Topic: [Dominik][0.17.24] Gap in Belt when starting dragging from a played belt
- Replies: 1
- Views: 1114
Re: [Dominik][0.17.24] Gap in Belt when starting dragging from a played belt
Hi, Great that you play go! Yes, I see the problem. Unfortunately with the way the building code works this would be very difficult to fix. The mechanism is triggered when you build something, but when you don't, like when the tile is already taken by another belt, it is a very different situation. ...
- Tue Apr 16, 2019 9:43 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [0.17.31] Pipe or deconstruction crash.
- Replies: 6
- Views: 3045
Re: [Dominik][0.17.31] Pipe or deconstruction crash.
The one in question is at -399.5, -334.5. But I don't know if that is the only one or just the first one I run into. I am not quite sure, I am afraid that it already creates a corrupted state on load when it connects wrong. One thing that could work is to disable the mod and then those connectors sh...