Search found 15 matches
- Tue Sep 12, 2023 1:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.90] --dump-data command line parameter - Permission denied
- Replies: 1
- Views: 1055
[1.1.90] --dump-data command line parameter - Permission denied
I ran .\factorio.exe --dump-data in an elevated powershell and it produced following error: Error when opening C:\temp\Factorio\script-output\mod-settings-dump.json for writing: Permission denied What happened was it tried to create folders instead of files in script-output: https://cdn.discordapp.c...
- Thu Aug 24, 2023 1:01 pm
- Forum: Minor issues
- Topic: [1.1.89] Handcrafting some recipes takes 1 additional tick
- Replies: 3
- Views: 1132
Re: [1.1.89] Handcrafting most recipes cost 1 additional tick
This is probably related to floating point arithmetics:
- Thu May 19, 2022 7:25 pm
- Forum: Not a bug
- Topic: [1.1.59] Missing sprite specification - render preparation too high
- Replies: 2
- Views: 1480
Re: [1.1.59] Missing sprite specification - render preparation too high
Oh, my bad! Thanks for the fast response
- Thu May 19, 2022 7:13 pm
- Forum: Not a bug
- Topic: [1.1.59] Missing sprite specification - render preparation too high
- Replies: 2
- Views: 1480
[1.1.59] Missing sprite specification - render preparation too high
What did you do? - Hover cursor over miner What happened? - Game freezes, FPS/UPS slowly drop nearly to zero, render preparation rises to hundreds What did you expect to happen instead? - Game continues to run with 60 FPS/UPS as normal Steps to reproduce: load the save hover cursor over one of the ...
- Wed Jan 26, 2022 10:11 pm
- Forum: Not a bug
- Topic: [kovarex] [1.1.42] Smart rotations facing the wrong way
- Replies: 10
- Views: 4681
Re: [kovarex] [1.1.42] Smart rotations facing the wrong way
Just saw the bug on stream, adding as video showing cursor might be helpful https://clips.twitch.tv/FunnyFancyFungu ... eWlKLtmxRa
- Mon Mar 22, 2021 8:41 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.27] Drag placing belt produces unnecessary underground belt
- Replies: 5
- Views: 3195
- Mon Mar 22, 2021 8:41 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.27] smart belt wrong underground
- Replies: 2
- Views: 5416
- Thu Dec 03, 2020 10:52 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.1] Power Poles will connect to ghost poles while dragging and interrupt power
- Replies: 5
- Views: 4036
Re: [kovarex] [1.1.1] Power Poles will connect to ghost poles while dragging and interrupt power
Just to confirm my speculation, if someone drags in straight line around the turrets in the setup above, will the blueprint get connected or not?
- Sun Nov 29, 2020 2:27 pm
- Forum: Not a bug
- Topic: [1.1.2] Map exchange string produces random seed
- Replies: 2
- Views: 1591
[1.1.2] Map exchange string produces random seed
I'm trying to load this map exchange string >>>eNpjZEAAewaGBgcOluT8xJzVq1bZMTA4OABF7LmS8wsKUot084tS kYU5k4tKU1J18zNRFafmpeZW6iYlFqeCuDDMkVmUn4duAmtxSX4eqkh JUWpqMbJG7tKixLzM0lx0vQyMjEAXN7TIgfH/egaF//9BGMh6AJQAYQ bGBohKoBgUMGsk5+eVFOXn6BanlpRk5qVbJZZWWKUVpRaWpuYlV1rll uaUZBbkZKYWcRjqGYOBLLqO3PzM4pLSo...
- Wed Nov 25, 2020 10:16 pm
- Forum: Duplicates
- Topic: [1.1.0] Menu Buttons Not Responding
- Replies: 3
- Views: 1554
Re: [1.1.0] Menu Buttons Not Responding
Happens to me as well in 1.1.1 I have scale to automatic (100%) repro steps: start the game click Multiplayer click Host new game click Next click Next wait for simulation to change Play and Back buttons are now unresponsive (ESC or E works, also using the scrollbar makes the buttons to respond again)
- Wed Nov 25, 2020 6:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
- Replies: 21
- Views: 33590
Re: [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior.
However the default should be to not save the wires and auto-connect instead as in previos versions. Otherwise, copy paste ist fairly useless because you would always have to open the interface and activate the option just in case this incident happens. While wanting to save the wire connections is...
- Wed Nov 25, 2020 6:32 pm
- Forum: Ideas and Suggestions
- Topic: Snap to grid should default to relative again
- Replies: 20
- Views: 6115
- Tue Nov 24, 2020 7:19 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 148055
Re: Version 1.1.0
Really weird no one here is talking about Transport belt drag building is locked into a line, can be turned off by an interface setting. I personally love it, but I'd like to have it under (modifier) hotkey or shortcut. It just feels weird it behaves differently for belts than other entities and tur...
- Tue Nov 17, 2020 11:24 pm
- Forum: Implemented mod requests
- Topic: number of crafts in on_pre_player_crafted_item event
- Replies: 2
- Views: 1303
Re: number of crafts in on_pre_player_crafted_item event
Thanks for such a quick response. Awesome as always
- Tue Nov 17, 2020 4:32 pm
- Forum: Implemented mod requests
- Topic: number of crafts in on_pre_player_crafted_item event
- Replies: 2
- Views: 1303
number of crafts in on_pre_player_crafted_item event
Hello, I'd like to monitor player's handcrafting, but I hit an API limitation. on_pre_player_crafted_item gets fired once no matter whether player crafts 1, 5 or all items. Knowing this would be very helpful. Same thing is already built into on_player_cancelled_crafting, called cancel_count. Althoug...