That is fixed on next released, thanks you for report ^^harmar wrote:Bug?
big chest seam to be unlocked from the start of the gameimages
Bugs and problems
Moderators: odin_spain, McGuten
Re: Bugs and problems
Red/Green Wire don't connect on Smart inserter
Hi,
Currently you can not connect red or green wire to the smart inserter.
It seems that the wire connection point in the prototype is missing.
When I insert the following in the prototype the wires connect.
Currently you can not connect red or green wire to the smart inserter.
It seems that the wire connection point in the prototype is missing.
When I insert the following in the prototype the wires connect.
Code: Select all
circuit_wire_connection_point =
{
shadow =
{
red = {0, 0},
green = {0, 0}
},
wire =
{
red = {0, 0},
green = {0, 0}
}
},
Re: Red/Green Wire don't connect on Smart inserter
I will fix it in next release. Thanks you for report.Ty94 wrote:Hi,
Currently you can not connect red or green wire to the smart inserter.
It seems that the wire connection point in the prototype is missing.
When I insert the following in the prototype the wires connect.
Code: Select all
circuit_wire_connection_point = { shadow = { red = {0, 0}, green = {0, 0} }, wire = { red = {0, 0}, green = {0, 0} } },
Re: Bugs and problems
Is electric locomotive suppose to work with spawning coal inside its inventory? If i put small track i can pull it out of it forever ergo infinite coal supply.
I also just noticed that track laid by robots doesnt have wire connections and are not working at all :/
I also just noticed that track laid by robots doesnt have wire connections and are not working at all :/
Re: Bugs and problems
I like this mod a lot, so thanks for putting the work in!
A few of my issues with it:
- cost doesn't seem balanced for inserters: the super fast ones are cheaper than standard fast inserters! They use more energy but they should be expensive to build as well in my opinion. Maybe a red circuit each?
- splitters on your new belts don't work, they just stop flow completely.
- electric track doesn't work with FARL (probably a farl problem, I am going to try and mod it to support them).
- water track can't have junctions, or something else is wrong with it, not sure exactly but I can't lay it like I do standard track.
(also asthetic issues: Mk3 solar panel graphics are broken, and super large box looks a bit weird, but the 2x2 ones look great).
Thanks again!
/edit
I managed to get FARL working, adding the following to the top of your control.lua (FARL has support for your train mod, I guess you know, but expects this interface to exist):
I found a further issue, in that the laser carriage aims but never fires.
A few of my issues with it:
- cost doesn't seem balanced for inserters: the super fast ones are cheaper than standard fast inserters! They use more energy but they should be expensive to build as well in my opinion. Maybe a red circuit each?
- splitters on your new belts don't work, they just stop flow completely.
- electric track doesn't work with FARL (probably a farl problem, I am going to try and mod it to support them).
- water track can't have junctions, or something else is wrong with it, not sure exactly but I can't lay it like I do standard track.
(also asthetic issues: Mk3 solar panel graphics are broken, and super large box looks a bit weird, but the 2x2 ones look great).
Thanks again!
/edit
I managed to get FARL working, adding the following to the top of your control.lua (FARL has support for your train mod, I guess you know, but expects this interface to exist):
Code: Select all
remote.add_interface("dim_trains",
{
railCreated = function(newPos)
updateStaticProxiesNextTick(newPos)
end
})
Re: Bugs and problems
YesoLaudix wrote:Is electric locomotive suppose to work with spawning coal inside its inventory? If i put small track i can pull it out of it forever ergo infinite coal supply.
I also just noticed that track laid by robots doesnt have wire connections and are not working at all :/
Thanks you for code, i will put in next releasebillw wrote:I like this mod a lot, so thanks for putting the work in!
A few of my issues with it:
- cost doesn't seem balanced for inserters: the super fast ones are cheaper than standard fast inserters! They use more energy but they should be expensive to build as well in my opinion. Maybe a red circuit each?
- splitters on your new belts don't work, they just stop flow completely.
- electric track doesn't work with FARL (probably a farl problem, I am going to try and mod it to support them).
- water track can't have junctions, or something else is wrong with it, not sure exactly but I can't lay it like I do standard track.
(also asthetic issues: Mk3 solar panel graphics are broken, and super large box looks a bit weird, but the 2x2 ones look great).
Thanks again!
/edit
I managed to get FARL working, adding the following to the top of your control.lua (FARL has support for your train mod, I guess you know, but expects this interface to exist):I found a further issue, in that the laser carriage aims but never fires.Code: Select all
remote.add_interface("dim_trains", { railCreated = function(newPos) updateStaticProxiesNextTick(newPos) end })
I know all these bugs you've said, in the next patch all (or at least most) will be fix it
And i will update modules on few hours ^^
Re: Bugs and problems
I updated to your latest builds and I get "unknown ingredient type 13" trying to load my SP save.
- Attachments
-
- spsave2.zip
- (3.32 MiB) Downloaded 266 times
Re: Bugs and problems
also getting Unknown ingredient type 63
Other Mods Installed
Re: Bugs and problems
i do not have blockers on map
Re: Bugs and problems
I don't understand, I can't load map crash factorio :/ (it makes me think that there isn't an error of 5Dim)
I think the map is corrupted, I don't know why it is corrupted but I cant load it
You start map on 0.12, 0.11 or 0.12.1?
I think the map is corrupted, I don't know why it is corrupted but I cant load it
You start map on 0.12, 0.11 or 0.12.1?
Re: Bugs and problems
There is an issue currently with loading of save file that had entity id's changed I think. So removing/updating mod might make your map not load in 0.12.1
Re: Bugs and problems
If you are talking about my save it has other mods, you can see the list when you select the save.McGuten wrote:I don't understand, I can't load map crash factorio :/ (it makes me think that there isn't an error of 5Dim)
I think the map is corrupted, I don't know why it is corrupted but I cant load it
You start map on 0.12, 0.11 or 0.12.1?
Re: Bugs and problems
I never change Entities, and i have saves from 0.11 and work fine and dont have bugs... I think is a version problem (0.12.1)orzelek wrote:There is an issue currently with loading of save file that had entity id's changed I think. So removing/updating mod might make your map not load in 0.12.1
I try to load your save without mods and can load it for it i think it is a problem from factoriobillw wrote:If you are talking about my save it has other mods, you can see the list when you select the save.McGuten wrote:I don't understand, I can't load map crash factorio :/ (it makes me think that there isn't an error of 5Dim)
I think the map is corrupted, I don't know why it is corrupted but I cant load it
You start map on 0.12, 0.11 or 0.12.1?
Re: Bugs and problems
The gun carriage doesn't want to draw ammo from the train's cargo wagons. This makes them pretty useless because the guns ALSO lose (destroy/gone without a trace) any ammo you put in them when they pack into the wagon for movement.
Since I wanted a mobile gun turret, that's pretty inconvenient, and at the moment they're no better than me just plopping down a couple of turrets and loading/unloading them by hand from the car of the train. Any idea what's up? If it helps, the gun turrets themselves look okay (like the new 0.12 guns) but report as: 'Unknown key:"entity-name.gun-turret-mounted"' in the UI, presumably they have no name referenced in a locale file?
Ideally they'd draw from the train's shared inventory of cargo space for ammo, and automatically just use it.
If that's not possible, if they just remembered how much ammo you'd loaded into them, that would be okay too.
(Edit: Is it because the gun wagon has no inventory, perhaps?)
(Edit2: Giving the gun wagons a 3 space inventory did not even slightly solve the problem - the ammo is not synced there either. Not sure what's going on, but maybe if instead of syncing the inventory of the gun carriage, there was a different function that searched all the cargo wagons like FARL does for rails? (And then a similar one to put the ammo back just before packing the turret, of course))
Since I wanted a mobile gun turret, that's pretty inconvenient, and at the moment they're no better than me just plopping down a couple of turrets and loading/unloading them by hand from the car of the train. Any idea what's up? If it helps, the gun turrets themselves look okay (like the new 0.12 guns) but report as: 'Unknown key:"entity-name.gun-turret-mounted"' in the UI, presumably they have no name referenced in a locale file?
Ideally they'd draw from the train's shared inventory of cargo space for ammo, and automatically just use it.
If that's not possible, if they just remembered how much ammo you'd loaded into them, that would be okay too.
(Edit: Is it because the gun wagon has no inventory, perhaps?)
(Edit2: Giving the gun wagons a 3 space inventory did not even slightly solve the problem - the ammo is not synced there either. Not sure what's going on, but maybe if instead of syncing the inventory of the gun carriage, there was a different function that searched all the cargo wagons like FARL does for rails? (And then a similar one to put the ammo back just before packing the turret, of course))
Re: Bugs and problems
It is fix in next release, but i think gun turret cant shotting on movementDarloth wrote:The gun carriage doesn't want to draw ammo from the train's cargo wagons. This makes them pretty useless because the guns ALSO lose (destroy/gone without a trace) any ammo you put in them when they pack into the wagon for movement.
Since I wanted a mobile gun turret, that's pretty inconvenient, and at the moment they're no better than me just plopping down a couple of turrets and loading/unloading them by hand from the car of the train. Any idea what's up? If it helps, the gun turrets themselves look okay (like the new 0.12 guns) but report as: 'Unknown key:"entity-name.gun-turret-mounted"' in the UI, presumably they have no name referenced in a locale file?
Ideally they'd draw from the train's shared inventory of cargo space for ammo, and automatically just use it.
If that's not possible, if they just remembered how much ammo you'd loaded into them, that would be okay too.
(Edit: Is it because the gun wagon has no inventory, perhaps?)
(Edit2: Giving the gun wagons a 3 space inventory did not even slightly solve the problem - the ammo is not synced there either. Not sure what's going on, but maybe if instead of syncing the inventory of the gun carriage, there was a different function that searched all the cargo wagons like FARL does for rails? (And then a similar one to put the ammo back just before packing the turret, of course))
Re: Bugs and problems
harmar wrote:also getting Unknown ingredient type 63
Other Mods Installed
Here is the bug, resolved on next release (friday, i think) https://forums.factorio.com/forum/vie ... 118#p95118billw wrote:I updated to your latest builds and I get "unknown ingredient type 13" trying to load my SP save.
Re: Bugs and problems
Hi
I think in the transport mod is a file missing...
I get this error when i start the game. I checked the zip file and could not find the item groups file...
edit1
and the resources mod
edit2
and more
Is there a new core version iam not aware of?
T
I think in the transport mod is a file missing...
I get this error when i start the game. I checked the zip file and could not find the item groups file...
edit1
and the resources mod
edit2
and more
Is there a new core version iam not aware of?
T
Re: Bugs and problems
cool thanks great Work btw.McGuten wrote:download Core 0.0.4 and fix it
Im sorry i dont upload core yesterday, sorry
T