Search found 13208 matches

by Rseding91
Wed Jun 14, 2017 5:15 pm
Forum: Gameplay Help
Topic: Blueprints not copying hand-made wire connections
Replies: 8
Views: 4736

Re: Blueprints not copying hand-made wire connections

Because the majority use-case is you don't want wires preserved. If they where literally every blueprint you make would never connect to any other pole.
by Rseding91
Wed Jun 14, 2017 4:52 pm
Forum: Not a bug
Topic: --generate-map-preview crashes on the headless server
Replies: 2
Views: 1171

Re: --generate-map-preview crashes on the headless server

Yeah that's not a public feature yet - it was just added for some development work :)

Also it will never work on the headless instance because the headless instance doesn't support graphics and can't generate an image without them.
by Rseding91
Wed Jun 14, 2017 4:51 pm
Forum: Not a bug
Topic: [0.15.19] Multiplayer - Trains drive past station to stop at
Replies: 8
Views: 3149

Re: [0.15.19] Multiplayer - Trains drive past station to stop at

Blaster wrote:It should simply pull forward to the stop ahead when it does. It does not.
When one of the trains waiting in the stacker has its station disabled it re-paths to another stop in the stacker because that's the current stop it's at.
by Rseding91
Wed Jun 14, 2017 4:17 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 562362

Re: Yuoki Industries - Informations, Suggestions, Questions

Could someone make me a small sample mod that reproduces the "2 recipes but I can only use one when manual crafting" problem? I want to see if I can fix it.
by Rseding91
Wed Jun 14, 2017 4:10 pm
Forum: Not a bug
Topic: [0.15.19] Multiplayer - Trains drive past station to stop at
Replies: 8
Views: 3149

Re: [0.15.19] Multiplayer - Trains drive past station to stop at

You're disabling the station in the stacker while a train is waiting at it. That causes the train to re-path and because it's still on the stacker stop it re-paths to another one of the stackers that's enabled. That's working as intended. Don't disable the stop if you don't want the train to try to ...
by Rseding91
Wed Jun 14, 2017 4:04 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.19] Manually placing blueprints into an empty book doesn't work
Replies: 7
Views: 3266

Re: [0.15.19] Manually placing blueprints into an empty book doesn't work

The title was confusing as to what the problem was - I've updated it to better describe what the bug is :)
by Rseding91
Wed Jun 14, 2017 3:38 am
Forum: Duplicates
Topic: [0.15.19][minor] graphical issue with blueprints
Replies: 3
Views: 1744

Re: [0.15.19][minor] graphical issue with blueprints

Are you sure you're on version 0.15.19? Because that was a bug in previous 0.15 versions but it was fixed a few versions ago.
by Rseding91
Wed Jun 14, 2017 2:33 am
Forum: Pending
Topic: [15.19] Game Crashed: Upgrading to Passive Provider Chest
Replies: 5
Views: 1206

Re: [15.19] Game Crashed: Upgrading to Passive Provider Chest

The crash is the same as this: viewtopic.php?f=182&t=49308

The desync - please upload the desync report.
by Rseding91
Wed Jun 14, 2017 2:31 am
Forum: Modding help
Topic: [0.15.19] Belts have odd behavior, appear stuck
Replies: 2
Views: 1210

Re: [0.15.19] Belts have odd behavior, appear stuck

You'll need to contact the mod developer as that's nothing related to base game logic.
by Rseding91
Wed Jun 14, 2017 2:30 am
Forum: Not a bug
Topic: [.15] Robots have skewed priorities
Replies: 1
Views: 652

Re: [.15] Robots have skewed priorities

That's not a bug, robots are dispatched 3 max per tick per job type to first repair, then to deconstruct, then to rebuild, and then to deliver modules.
by Rseding91
Wed Jun 14, 2017 2:05 am
Forum: Not a bug
Topic: [.15.19] Steam engines are "breathing"
Replies: 4
Views: 1867

Re: [.15.19] Steam engines are "breathing"

Low and very low both reduce the sprite resolution to reduce GPU load and VRAM required resulting in what you're seeing. You'll need to use a higher graphics setting if you want the sprites to show normally :)
by Rseding91
Tue Jun 13, 2017 8:34 pm
Forum: Technical Help
Topic: Corrupt Save File
Replies: 3
Views: 804

Re: Corrupt Save File

ubergeekking wrote:It worked. Thank you! Is there anything you changed on it to make it work?
No, the file on google drive works just fine.
by Rseding91
Tue Jun 13, 2017 7:20 pm
Forum: Not a bug
Topic: [0.15.19] Fluid train condition not evaluated properly
Replies: 17
Views: 5514

Re: [0.15.19] Fluid train condition not evaluated properly

i think that needs to be improved, if mod removes recipe (or technology), result product should not be available in conditions. i'm not talking about products you might research in future, i'm talking about removed products. like you cannot use (and see) such recipes in factories (assemblers, chemi...
by Rseding91
Tue Jun 13, 2017 7:06 pm
Forum: Not a bug
Topic: [0.15.19] Fluid train condition not evaluated properly
Replies: 17
Views: 5514

Re: [0.15.19] Fluid train condition not evaluated properly

Your fluid condition is wrong. You set it to the vanilla sulfuric acid instead of the modded one. i see, you are right. then there is different bug, that logistic condition offers liquid, that is not available for production. it's not possible to create vanilla sulfuric acid with mod set i have (mi...
by Rseding91
Tue Jun 13, 2017 6:50 pm
Forum: Technical Help
Topic: Corrupt Save File
Replies: 3
Views: 804

Re: Corrupt Save File

The file you've uploaded on google drive is not the same one in your crash report.

Your log file says:
Loading Level.dat: 42893707 bytes.
And when I load it mine says:
Loading Level.dat: 42800967 bytes.
Does this save load for you? https://www.dropbox.com/s/mcystu7pw2xnmhq/test.zip?dl=0
by Rseding91
Tue Jun 13, 2017 6:41 pm
Forum: Not a bug
Topic: [0.15.19] Fluid train condition not evaluated properly
Replies: 17
Views: 5514

Re: [0.15.19] Fluid train condition not evaluated properly

Your fluid condition is wrong. You set it to the vanilla sulfuric acid instead of the modded one.
by Rseding91
Tue Jun 13, 2017 6:30 pm
Forum: Not a bug
Topic: [0.15.19] Fluid train condition not evaluated properly
Replies: 17
Views: 5514

Re: [0.15.19] Fluid train condition not evaluated properly

Please zip and upload your mods somewhere else when i load it the train is empty and half the factory is gone.
by Rseding91
Tue Jun 13, 2017 6:28 pm
Forum: Pending
Topic: Infinite Oil with barrel unloading? (0.15.9)
Replies: 1
Views: 946

Re: Infinite Oil with barrel unloading? (0.15.9)

Please upload the save file showing the problem.

Although I already know it's technically not possible to produce infinite oil from those recipes :P
by Rseding91
Tue Jun 13, 2017 5:32 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding][0.15.19] Frequent crashes (LuaTrain::luaReadLocomotives)
Replies: 10
Views: 4734

Re: [0.15.19] Frequent crashes (LuaTrain::luaReadLocomotives)

Thanks for the report. This should be fixed for the next version of 0.15.
by Rseding91
Tue Jun 13, 2017 5:16 pm
Forum: Modding help
Topic: How do I remove an item from a drop-down?
Replies: 12
Views: 4222

Re: How do I remove an item from a drop-down?

variable["result"] result is a named key setting it to nil is the correct way as ipairs doesn't work on it anyway. If you need to keep an ordered array ordered then use table.remove(table, index) for stuff in data.raw my guess is (and I could be wrong) that factorio c code will handle con...

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