Search found 120 matches
- Tue Jun 28, 2016 9:35 pm
- Forum: Not a bug
- Topic: "Enable commands" shouldn't be an option for public games
- Replies: 1
- Views: 758
"Enable commands" shouldn't be an option for public games
The game I'm in just got hit by a troll that issued a console command that deleted everything near spawn. The server used the default settings: public, no password, "allow commands" was set to true. It shouldn't even be possible to have a public, unpassworded game that allows commands, nev...
- Fri May 20, 2016 10:49 pm
- Forum: News
- Topic: Friday Facts #139 - Wrapping up multiplayer
- Replies: 74
- Views: 38219
Re: Friday Facts #139 - Wrapping up multiplayer
If LAN mode supports offline play will it still attempt authentication? Will public/unlisted mode still allow LAN connections? I have had experience with routers that, regardless of configuration, refuse to route back through their public address. It is terribly ironic (and frustrating) to be able t...
- Fri May 13, 2016 3:40 pm
- Forum: News
- Topic: Friday Facts #138 - Better Circuit Network III
- Replies: 59
- Views: 28013
Re: Friday Facts #138 - Better Circuit Network III
Does that include a count of bot types? It would be useful trying to build to a specific bot count as well as when automatically upgrading bot types in mods.More virtual signals.
- Wed May 11, 2016 8:50 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Left-Right Load Balancer
- Replies: 82
- Views: 56072
Re: [MOD 0.12.x] Left-Right Load Balancer
Only seems to mix the lanes when one lane is blocked. If both lanes are drawn from (even with just an inserter on each side activating at the same time) it reverts long streams of unmixed items.
Technically that's fine for my uses, but I expected it to be more robust.
Technically that's fine for my uses, but I expected it to be more robust.
- Sat Apr 30, 2016 1:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.32] [kovarex] Can't change brush shape in map editor UI
- Replies: 4
- Views: 2606
[0.12.32] [kovarex] Can't change brush shape in map editor UI
Using a new map (0.12.32, no mods) I'm unable to change the brush shape in the UI. Clicking the square or circle buttons flashes when I click, and the actual placement template changes, but the shape icon doesn't change until I force a redraw by going to another tab and back.
- Sun Mar 27, 2016 10:22 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 109387
Re: [MOD 0.12.20+] Misanthrope 0.3.0 -- Better Biter Mechanics
Just updated to 0.3.0 and I'm getting large pauses every 5 or 10 seconds.
- Fri Mar 25, 2016 5:17 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 109387
Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics
I created a sandbox map with biters set to None (I wanted to test something out), placed and removed a pole, and got this crash:
Code: Select all
Error while running the event handler: __Misanthrope__/control.lua:64: attempt to index field 'character' (a nil value)
- Fri Mar 25, 2016 5:04 pm
- Forum: News
- Topic: Friday Facts #131 - Roadmap shuffle
- Replies: 114
- Views: 56491
Re: Friday Facts #131 - Roadmap shuffle
Fixing the train size? I never thought I'd see the day!
- Tue Feb 09, 2016 2:18 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383215
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
I just noticed that my galena deposits have finite galena(lead) and nickel (a default option for bobs), they only have infinite galena (not nickel).
- Mon Feb 08, 2016 1:43 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383215
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
angelsprocessing is giving me "Error in assignID, item with name 'solder-alloy' does not exist." when starting. I'm only using some of Bob's. Notably I'm not using Bob's Electronics so I mostly have vanilla circuitry. Adding that then gets me to an error about small alien artifacts, which ...
- Fri Sep 18, 2015 12:52 pm
- Forum: Mods
- Topic: [0.11.21+] Underground mining drills
- Replies: 21
- Views: 38516
Re: [0.11.21+] Underground mining drills
Any news on updating underground mining drills for 0.12?
I poked at endless ores/bobsore infinite mode and underground mining drills seems much cleaner, so I'm quite curious to try it out.
I poked at endless ores/bobsore infinite mode and underground mining drills seems much cleaner, so I'm quite curious to try it out.
- Wed Aug 12, 2015 5:01 am
- Forum: Not a bug
- Topic: [0.12.3] Train ignores chain signal if entering station bloc
- Replies: 5
- Views: 6944
Re: [0.12.3] Train ignores chain signal if entering station bloc
IMO this scenario should produce a "no path" error. The train shouldn't be stopping in a chain signal block so it should be unable to stop at that station.
- Mon Aug 10, 2015 11:34 am
- Forum: Ideas and Suggestions
- Topic: Threshold for damage warning
- Replies: 3
- Views: 1283
Threshold for damage warning
Currently any damage triggers the claxon. Useful for a tiny base but it gets irritating quickly, especially since spitters have a tendency to get a single shot off before their inevitable lasery death. Instead I'd like if turrets and walls didn't trigger the warning until they reach 75% health. High...
- Sat Aug 08, 2015 8:50 am
- Forum: Resolved Problems and Bugs
- Topic: Tree not auto-marked for removal when forcing blueprint
- Replies: 4
- Views: 5339
Tree not auto-marked for removal when forcing blueprint
In this particular alignment there is a tree that blocks the building of the big pole. All the other trees (blocking tracks and such) were removed properly before the screenshot was taken. http://i.imgur.com/yukSRFh.png?1 Save file , mods are FAT controller 0.2.4, FARL 0.3.14, railtanker 1.0.1, land...
- Fri Aug 07, 2015 1:06 am
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 122944
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Here's your reminder to add stone brick paths.
- Thu Aug 06, 2015 9:40 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.2] [kovarex] Train clears signal block too quickly
- Replies: 1
- Views: 2394
[0.12.2] [kovarex] Train clears signal block too quickly
I found a case where a train clears a block even though the tail end still sticks into it, potentially leading to a collision with another train. In the pic the wagon represents an eastbound train that gets hit. http://i.imgur.com/7hIsZFw.png?1 Save file , mods are FAT controller 0.2.4, FARL 0.3.14,...
- Sat Aug 01, 2015 12:07 am
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 129354
Re: [0.12] Bugs, crashes & other issues
Got a crash as soon as I hit "place poles": Error while running the event handler: __FARL__/FARL.lua:652: bad argument #1 to 'insert' (table expected, got nil) Save file: https://drive.google.com/file/d/0BwwX5cz9cmkuRlllOVkwYWFjRTg/view Mods are FARL 0.3.14, landfill 2.1.5, the patched RSO...
- Fri Jul 31, 2015 6:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1] Self starting burner inserters problem A
- Replies: 2
- Views: 1902
Re: [0.12.1] Self starting burner inserters problem A
Still can fail.
If inserters are opposite each other one can starve the other while it's trying to self start.
Additionally, a fast or express belt will cause a burner insert to miss (as already reported), which can also cause the self start to fail.
If inserters are opposite each other one can starve the other while it's trying to self start.
Additionally, a fast or express belt will cause a burner insert to miss (as already reported), which can also cause the self start to fail.
- Mon Jul 27, 2015 9:49 pm
- Forum: Not a bug
- Topic: Electric drills are slightly slower than they should be
- Replies: 2
- Views: 2923
Electric drills are slightly slower than they should be
In 0.11 an electric mining drill would exactly feed 2 stone furnaces. In 0.12 the electric mining drill seems slightly slower; with 6 drills on a belt feeding 12 furnaces one of the furnaces will be mostly idle.
- Tue Jul 14, 2015 11:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.22] [Rseding91] Electric furnaces have orientation in blueprints
- Replies: 0
- Views: 952
[0.11.22] [Rseding91] Electric furnaces have orientation in blueprints
It is somehow possible to have an orientation stored for an electric furnace, which can cause a blueprint to conflict even though the placement is identical.