Search found 8 matches

by foxoftheasterisk
Sat Jul 19, 2025 12:40 am
Forum: Pending
Topic: [2.0.60] Crash checking blueprints after dying (WallConnectable::checkConsistency)
Replies: 2
Views: 215

Re: [2.0.60] Crash checking blueprints after dying (WallConnectable::checkConsistency)

No; all I've figured out is that it happens sometimes after dying.

I did try placing, replacing contents of, and creating new blueprint before suiciding to see if those reliably make it crash. None did. It only seems to happen if I've been playing for a while.

I can confirm though, that it's after ...
by foxoftheasterisk
Wed Jul 16, 2025 9:50 pm
Forum: Pending
Topic: [2.0.60] Crash checking blueprints after dying (WallConnectable::checkConsistency)
Replies: 2
Views: 215

[2.0.60] Crash checking blueprints after dying (WallConnectable::checkConsistency)

1. Died (to a horde of large biters while attempting to clear a base, if it matters)
2. Before I respawned (possibly when the respawn button appeared or when i clicked it, but possibly before, I can't remember) the game crashed. The error/stacktrace indicates that it was due to a consistency check ...
by foxoftheasterisk
Fri May 09, 2025 5:11 am
Forum: Duplicates
Topic: [2.0.47] Decider combinator thinks negative number greater than 0
Replies: 2
Views: 356

Re: [2.0.47] Decider combinator thinks negative number greater than 0

...Yeah, so I figured that out and was coming back here to rescind the bug report.

Kind of confusing, though; maybe the tooltip on "Anything" could specifically mention that it inputs the one that passed if you are using each?
by foxoftheasterisk
Fri May 09, 2025 12:02 am
Forum: Duplicates
Topic: [2.0.47] Decider combinator thinks negative number greater than 0
Replies: 2
Views: 356

[2.0.47] Decider combinator thinks negative number greater than 0


What did you do?
Set up a decider combinator to compare "anything" to 0 and pass through that "anything".
What happened?
Solid fuel ran into the negative numbers but was still being passed through.
https://i.ibb.co/fVnzjcgg/factoriodeciderbug.png
What did you expect to happen instead? It ...
by foxoftheasterisk
Tue May 06, 2025 7:33 am
Forum: Ideas and Suggestions
Topic: Additional train interrupt conditions
Replies: 16
Views: 5963

Re: Additional train interrupt conditions

... so I realized something since I posted the previous post:

Interrupts have to be added to each train's (or group's) schedule.

So in other words... all interrupts are already filtered by train group!

(I just didn't realize it because I'd only used one train group yet, and because the ...
by foxoftheasterisk
Sun May 04, 2025 4:06 am
Forum: Ideas and Suggestions
Topic: Additional train interrupt conditions
Replies: 16
Views: 5963

Re: Additional train interrupt conditions

The condition I really really really want for interrupts is: Train Group . As in, the interrupt will only work for trains that are part of the specified group.

It would solve all sorts of issues, from the basic one of "does this train even have the right cars" (yes, you could have conditions for ...
by foxoftheasterisk
Fri Jan 05, 2024 10:07 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 145
Views: 64746

Re: Friday Facts #392 - Parametrised blueprints

sounds amazing, can't wait :mrgreen:
by foxoftheasterisk
Sat Nov 04, 2023 12:57 am
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 176
Views: 65250

Re: Friday Facts #383 - Super force building

This looks fantastic!

One corollary feature request though - can we get an option to add landfills/platform tiles on regular force build? (Or even make that default behaviour, if you prefer.) I know for sure I will have times I want to build over a lake or extend a platform, but not replace any ...

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