Search found 438 matches

by Dysoch
Thu Aug 20, 2015 8:10 am
Forum: Not a bug
Topic: [0.12.x] GUI: Progress bar not working as expected
Replies: 6
Views: 6889

Re: [0.12.x] GUI: Progress bar not working as expected

Rseding91 wrote:I thought progress bars where a percent of 1?
they should, but the bar just instantly fills with any number which is less then the size.
when you set the size at 100, and the value at 50, it should be half, but it shows completely filled
sounds like a bug to me :D
by Dysoch
Thu Aug 20, 2015 7:29 am
Forum: Not a bug
Topic: [0.12.x] GUI: Progress bar not working as expected
Replies: 6
Views: 6889

[0.12.x] GUI: Progress bar not working as expected

When you create a progress bar with any size, and then set the value, the bar fills completely: Steps to reproduce: 1) create the progress bar: /c game.player.gui.top.add{name="foo", type="progressbar", size=100} 2 )then set the value of that bar: /c game.player.gui.top.foo.value = 50 the bar instan...
by Dysoch
Mon Aug 17, 2015 3:09 pm
Forum: Not a bug
Topic: [Website - minor] Euro sign(€) at wrong place.
Replies: 3
Views: 4296

[Website - minor] Euro sign(€) at wrong place.

On the website where you can buy or upgrade the game, the prices are filled as 0€ ($0)
The euro sign is supposed to be in front of the number (so like this: €0)
by Dysoch
Mon Aug 17, 2015 3:07 pm
Forum: Pending
Topic: [0.12.4]Science Pack Durability Bug
Replies: 5
Views: 3423

Re: [0.12.4]Science Pack Durability Bug

Oxyd wrote:Do you have a way to reproduce this? I set a science pack's durability to 0.0000000001 and everything worked as expected.
Not really. I just picked up 4 labs while they were researching.
I wish i still had the savegame with the science pack, but i dont

I will try to get this result again
by Dysoch
Mon Aug 17, 2015 7:28 am
Forum: Pending
Topic: [0.12.4]Science Pack Durability Bug
Replies: 5
Views: 3423

[0.12.4]Science Pack Durability Bug

The science packs, when they have around 0% remaining show this:
Image
Seems that when its at 0% remaining, it goes to negative or infinite (in the case of the green line) (thats just a guess)
by Dysoch
Sun Aug 02, 2015 8:21 am
Forum: Mods
Topic: [0.12.X]JohnRipley's Tweakmod 1.1.3
Replies: 6
Views: 9088

Re: [0.12.X]JohnRipley's Tweakmod

you know that using that simple of a data.raw edit breaks with other mods. if you use this in the data-final-fixes.lua you are all set: StackSize = 1000 for k, v in pairs(data.raw.item) do v.stack_size = StackSize end for k, v in pairs(data.raw.ammo) do v.stack_size = StackSize end for k, v in pairs...
by Dysoch
Tue Jul 21, 2015 4:08 pm
Forum: Not a bug
Topic: [0.12] Searching for DyTech files in core of Factorio
Replies: 3
Views: 2889

[0.12] Searching for DyTech files in core of Factorio

I released new versions of DyTech, but some people (not all of them) are getting this error: http://puu.sh/j7oMk/841e833b69.jpg It searches for DyTech files in the lualib folder in core, odd! placing the folder from dytech power (the gui folder0 in the lualib folder fixes the issue this seems like a...
by Dysoch
Tue Jul 21, 2015 3:43 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 237971

Re: [MOD 0.12.x] Treefarm REDUX

drs9999, please update your turret to the new setup. You are changing the gun_turret_extension to the old setup and that is messing with my War module, which throws errors.

or rename it all if you wanna keep using the old setup :D
by Dysoch
Sun Jul 12, 2015 7:12 am
Forum: Resolved Problems and Bugs
Topic: [Factorio 0.11.x] Unit vision distance crash.
Replies: 4
Views: 686

Re: [Factorio 0.11.x] Unit vision distance crash.

Rseding91 wrote:thanks for the report. I added a upper bounds check to the number so it won't load if it's too large.
what is the upper limit?
by Dysoch
Sat Jul 11, 2015 10:45 am
Forum: Resolved Problems and Bugs
Topic: [Factorio 0.11.x] Unit vision distance crash.
Replies: 4
Views: 686

Re: [Factorio 0.11.x] Unit vision distance crash.

orzelek wrote:I think you just managed to destroy the pathfinder :D
think i destroyed factorio itself :D My pc couldnt handle it, and then rebooted because even the system processes were shut down xD
by Dysoch
Sat Jul 11, 2015 10:38 am
Forum: Resolved Problems and Bugs
Topic: [Factorio 0.11.x] Unit vision distance crash.
Replies: 4
Views: 686

[Factorio 0.11.x] Unit vision distance crash.

When changing the vision_distance in the prototypes to somewhere around 50000 the game crashes when starting a new map. What happens is the game goes on a rampage on your RAM and then crashed without any message. (but your RAM is maxed out) when combining this with : https://forums.factorio.com/foru...
by Dysoch
Sat Jul 11, 2015 10:34 am
Forum: Resolved Problems and Bugs
Topic: [Factorio 0.11.x] Unit Spawner autoplace bug
Replies: 2
Views: 1053

[Factorio 0.11.x] Unit Spawner autoplace bug

When changing the autoplace table in the prototypes to:

Code: Select all

autoplace = {}
the game spawns it on every tile.

to make sure the game doesnt spawn it at all, you need to remove the autoplace completely.

shouldnt it be that once the table is empty, it doesnt spawn?
by Dysoch
Fri May 29, 2015 12:08 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.x] [cube] Shotgun Turrets shooting bug
Replies: 1
Views: 378

[0.11.x] [cube] Shotgun Turrets shooting bug

Already talked it over with Cube, and here is the bug report: When you create a gun or laser turret that fires shotgun shells (collision based projectiles), they game doesnt know how to handle it. It fires fine, but not like a shotgun. All projectiles go in the same direction instead of arcing like ...
by Dysoch
Thu Mar 19, 2015 11:20 am
Forum: Not a bug
Topic: [0.11.x] Laser Turrets firing system
Replies: 6
Views: 2138

Re: [0.11.x] Laser Turrets firing system

I am currently making a mod that adds collisions to all projectiles, to make combat more realistic. It all works fine, until i come to the laser turrets. you have a good idea about the collisions to projectiles but why include laser ? it's not really a projectile in RL but more like a beam... Laser...
by Dysoch
Thu Mar 12, 2015 10:49 am
Forum: Not a bug
Topic: [0.11.x] Laser Turrets firing system
Replies: 6
Views: 2138

Re: [0.11.x] Laser Turrets firing system

kovarex wrote:Yes, you can add it to suggestions, but we are not going to add new features in the 0.11, we really want to have stable version.
already asked Rseding to do it for me :D
i could do it, but my C knowledge is limited to say the least
by Dysoch
Thu Mar 12, 2015 10:28 am
Forum: Resolved Problems and Bugs
Topic: [0.11.17] crash when starting game
Replies: 2
Views: 832

Re: [0.11.17] crash when starting game

ok i found out the source of the error: this is in data.lua: require("prototypes.metallurgy.cleaning.machines.entity") require("prototypes.metallurgy.cleaning.machines.item") require("prototypes.metallurgy.cleaning.machines.recipe") but the files no longer exist. Normally the game tells the file is ...
by Dysoch
Thu Mar 12, 2015 10:07 am
Forum: Not a bug
Topic: [0.11.x] Laser Turrets firing system
Replies: 6
Views: 2138

Re: [0.11.x] Laser Turrets firing system

any way there can be a boolean in the prototype that switches this off? This way only mods that want to can use this
by Dysoch
Thu Mar 12, 2015 9:37 am
Forum: Not a bug
Topic: [0.11.x] Laser Turrets firing system
Replies: 6
Views: 2138

[0.11.x] Laser Turrets firing system

I am currently making a mod that adds collisions to all projectiles, to make combat more realistic. It all works fine, until i come to the laser turrets. Laser Turrets have a bug (Rseding pointed out that it is a bug) When laser turrets fire, they only fire a certain amount of shots to kill the targ...
by Dysoch
Thu Mar 12, 2015 9:07 am
Forum: Resolved Problems and Bugs
Topic: [0.11.17] crash when starting game
Replies: 2
Views: 832

[0.11.17] crash when starting game

i updated some of my mods, and this happens: keep in mind, this happens when the game itself is loading the mods. makes it to around 8% 123479.128857 Info Logger.cpp:153: 2015-03-12 10:04:03; Factorio 0.11.17 (Build 13721, win64) 123479.128917 Info Logger.cpp:157: Operating system: Windows 7 Service...
by Dysoch
Wed Jan 28, 2015 10:06 am
Forum: Resolved Problems and Bugs
Topic: Fluid not saved (Furnace)
Replies: 4
Views: 572

Re: Fluid not saved (Furnace)

I am playing on 0.11.13 yes. The issue is present there (i play singleplayer)

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