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[0.12.0] Beacon effects not applied in migrated savegames

Posted: Sat Jul 18, 2015 4:04 am
by Khyron
When updating a save game from 0.11.20 to 0.12.0, the effects of exiting beacons are not applied.
Remove and replace the beacon and its effects are applied correctly.

Re: [0.12.0] Beacon effects not applied in migrated savegames

Posted: Thu Jul 23, 2015 5:24 pm
by Rseding91
Do you have the save pre 0.12?

Re: [0.12.0] Beacon effects not applied in migrated savegames

Posted: Thu Jul 23, 2015 10:59 pm
by Gouada
Really?
I was playing today when I realized that a beacon I placed wasn't affecting an oil drill. I replaced the beacon and its modules but it still doesn't work... :(
Here is a screenshot:
Factorio Bug.png
Factorio Bug.png (888.96 KiB) Viewed 4810 times
You can see that while the drill states that it has two effects being applied on it (from the modules in the beacon) it doesn't add the speed bonus...

Re: [0.12.0] Beacon effects not applied in migrated savegames

Posted: Fri Jul 24, 2015 2:28 am
by Rseding91
Gouada wrote:Really?
I was playing today when I realized that a beacon I placed wasn't affecting an oil drill. I replaced the beacon and its modules but it still doesn't work... :(
Here is a screenshot:
You can see that while the drill states that it has two effects being applied on it (from the modules in the beacon) it doesn't add the speed bonus...
Do you have a save game? When I try it they're always showing and working correctly.

Re: [0.12.0] Beacon effects not applied in migrated savegames

Posted: Fri Jul 24, 2015 12:03 pm
by oLaudix
Rseding91 wrote:Do you have a save game? When I try it they're always showing and working correctly.
I just checked my 0.11 save and it worked fine for my smelting. I couldnt check for pumpjacks since i didnt put beacons on them yet. It might be specific error caused by mixture of mods. My electric grid wasnt working at all on migration from 0.11 to 0.12 untill i waited for all robports to discharge and start recharing.

Beacons stop working when modules are replaced.

Posted: Wed Jul 29, 2015 11:02 pm
by oLaudix
When i take modules out of a beacon, and put new ones inside it doesnt transmit the effect. I have to remove the beacon and put it again. It repeats each you remove old modules from beacon and put new ones.

http://i.imgur.com/yUbwfgv.jpg - SS of the furnace. It should have +400% speed.

Re: Beacons stop working when modules are replaced.

Posted: Thu Jul 30, 2015 2:40 am
by Rseding91
Thanks for the report. This is now fixed for 0.12.2.