Search found 16 matches
- Sat Jul 08, 2017 5:37 pm
- Forum: Ideas and Suggestions
- Topic: Map Filter Option: Biters
- Replies: 3
- Views: 1524
Map Filter Option: Biters
Title is pretty self explanatory. Being able to toggle the visibility of Biters on the map would make it easier to see the resources without the red visual clutter. Example view with biters: Screenshot_179.png It is sometimes difficult to locate ore patches (especially smaller ones, or small oil pat...
- Tue Jul 04, 2017 4:02 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 225880
Re: [MOD 0.15] Upgrade planner
Ran into a bug when using the upgrade planner:
Error while running event upgrade-planner::on_player_alt_selected_area (ID 50)
__upgrade-planner__/control.lua:943: attempt to index local 'old_blueprint' (a nil value)
Error while running event upgrade-planner::on_player_alt_selected_area (ID 50)
__upgrade-planner__/control.lua:943: attempt to index local 'old_blueprint' (a nil value)
- Sun Jul 02, 2017 8:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.26] Disconnect when placing BP in Book on Multiplayer
- Replies: 2
- Views: 1387
[0.15.26] Disconnect when placing BP in Book on Multiplayer
This seems like a regression from an earlier issue. 1) Load game in Multiplayer, have another player connect 2a) Add Blueprint to Book as Player 2b) Player is disconnected 3a) Add Blueprint to Book as Server 3b) Server is disconnected, and all players are kicked If a Player tried to do it, then they...
- Sun Jul 02, 2017 3:42 am
- Forum: Not a bug
- Topic: [0.15.26] Performance issue with Biters
- Replies: 4
- Views: 3103
Re: [0.15.26] Performance issue with Biters
@jonatkins
Veden (author of Rampant) actually pointed that mod out to me on the Github issue, and it's in the second save. From what I noticed, it seemed that adding your mod helped reduce the duration of the slowdowns, but did not eliminate them.
Veden (author of Rampant) actually pointed that mod out to me on the Github issue, and it's in the second save. From what I noticed, it seemed that adding your mod helped reduce the duration of the slowdowns, but did not eliminate them.
- Sun Jul 02, 2017 2:16 am
- Forum: Not a bug
- Topic: [0.15.26] Performance issue with Biters
- Replies: 4
- Views: 3103
[0.15.26] Performance issue with Biters
I've submitted this to the Rampant github page a little over a week ago, and have played about 50 hours since I first reported this issue. Following is the mostly-original issue text. === I started a new save when Factorio 0.15.x was released, and modified the settings to be a combination of the Rai...
- Wed Aug 17, 2016 2:12 am
- Forum: Resolved Problems and Bugs
- Topic: [13.16] [Oxyd] MP: Crash on: "(147): AttackAreaBehavior::getCurrentDestination"
- Replies: 5
- Views: 3964
[13.16] [Oxyd] MP: Crash on: "(147): AttackAreaBehavior::getCurrentDestination"
Game loaded fine for me, but immediately crashed a couple of ticks later when magister94 connected. Also, when he loaded the game and I connected to him the game also crashed for him specifically a couple of ticks after unpausing.
- Tue Aug 16, 2016 10:42 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 225880
Re: [MOD 0.12.16] Upgrade planner - v1.1.9
I have a small request, I use Gotlag's Side Inserters mod and when I use the upgrade-planner on inserters that have been configured out of their 'normal' state, the upgraded inserters have their configuration reset. I don't know if this is an easy thing to implement, but if it's possible I'd greatly...
- Sat Aug 13, 2016 8:02 am
- Forum: Mods
- Topic: [MOD 0.12.x] Equalizer chests v1.4.0
- Replies: 66
- Views: 62880
Re: [MOD 0.12.x] Equalizer chests v1.1.4
It seems that this mod has been causing desyncs on MP, Factorio 0.13.15 and Equalizer Chests v1.2.1. I haven't been able to reproduce the desync with any regularity, it seems that it is at random more or less. Sometimes, it will cause a desync cycle and it will just continue to desync over and over....
- Fri Aug 12, 2016 11:22 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 326676
Re: [MOD 0.12.35|0.13] SmartTrains 0.3.95|0.4.6
Just ran into another error in SmartTrains, __SmartTrains__/gui.lua:949: attempt to index field '?' (a nil value). I had a train line previously, removed the station and line, and was in the process of updating the schedule for the train to make a new line. When I tried to save the new line, it had ...
- Sun Aug 07, 2016 9:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.15] CTD on internet cutout
- Replies: 2
- Views: 1218
[0.13.15] CTD on internet cutout
Was playing a multiplayer game as the host and the internet connection cut out on my end. Game crashed to desktop after the error box appeared.
- Thu Jul 28, 2016 2:15 am
- Forum: Mods
- Topic: [Mod 0.13.0+] Compound Splitters 0.2.1
- Replies: 16
- Views: 17269
Re: [Mod 0.13.0+] Compound Splitters 0.2.1
Ran into an error with Compound Splitters 0.2.5. Error while running the event handler: __compoundsplitters__/control.lua:245: attempt to index local 'buffer' (a nil value). I had the lane pieces, belt pieces, and round-robin totems in place, then placed a buffer then endcap and then the error occur...
- Thu Jul 28, 2016 12:24 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 326676
Re: [MOD 0.12.35|0.13] SmartTrains 0.3.95|0.4.3
Updated to SmartTrains 0.4.4 fix adding a new line fix hardReset to properly initialize Seems like i should not only try changing lines but also adding new ones :D I'm a little bit confused what the purpose of lines is? I usually only produce enough resources at a mine-site to warrant a single, 2-c...
- Wed Jul 27, 2016 9:40 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 326676
Re: [MOD 0.12.35|0.13] SmartTrains 0.3.95|0.4.3
I'm a little bit confused what the purpose of lines is? I usually only produce enough resources at a mine-site to warrant a single, 2-container train. Lol: Everyone is doing all these fancy things, and here I sit, just using it to make sure my trains have enough fuel :| Using the RSO mod to spread ...
- Wed Jul 27, 2016 3:11 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 326676
Re: [MOD 0.12.35|0.13] SmartTrains 0.3.95|0.4.3
There were stations on the train schedule the first time I tried to make a trainline. I noticed that the 'Read from UI' button from the older 0.12.x version seems to have been done away with, so I had assumed that it would automatically read the schedule from the train when I clicked 'Save as line' ...
- Wed Jul 27, 2016 12:41 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 326676
Re: [MOD 0.12.35|0.13] SmartTrains 0.3.95|0.4.3
Uhh, added SmartTrains 0.4.3 to a 0.13.11 save and had a few script errors pop up: __SmartTrains__/gui.lua:918: attempt to get length of field 'records' (a nil value) __SmartTrains__/gui.lua:366: attempt to index field 'records' (a nil value) __SmartTrains__/control.lua:1181: Error while running eve...
- Fri Jan 08, 2016 1:00 am
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 160946
Re: Bugs and problems
Ran into a crash (0.12.x version of 5dim, Factorio version 0.12.20 64bit, on Windows) when placing a clip of armor piercing ammo into a gun turret carriage. Crash also occurs using regular ammo. This was the error: Error while running the event handler: __5dim_trains__/control.lua:1129:LuaBootstrap ...