Search found 13208 matches
- 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.
- 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.
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.
- 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
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.Blaster wrote:It should simply pull forward to the stop ahead when it does. It does not.
- 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.
- 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 ...
- 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
- 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.
- 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.
The desync - please upload the desync report.
- 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.
- 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.
- 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
- Tue Jun 13, 2017 8:34 pm
- Forum: Technical Help
- Topic: Corrupt Save File
- Replies: 3
- Views: 804
Re: Corrupt Save File
No, the file on google drive works just fine.ubergeekking wrote:It worked. Thank you! Is there anything you changed on it to make it work?
- 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...
- 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...
- 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:
Your log file says:
And when I load it mine says:Loading Level.dat: 42893707 bytes.
Does this save load for you? https://www.dropbox.com/s/mcystu7pw2xnmhq/test.zip?dl=0Loading Level.dat: 42800967 bytes.
- 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.
- 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.
- 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
Although I already know it's technically not possible to produce infinite oil from those recipes
- 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.
- 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...