Search found 22 matches
- Wed Jun 21, 2023 12:48 pm
- Forum: Not a bug
- Topic: v1.1.80 and v1.1.85 Level 2/3 Modules Don't Appear in Research
- Replies: 2
- Views: 803
Re: v1.1.80 and v1.1.85 Level 2/3 Modules Don't Appear in Research
Attached is a pic of what I'm referring to.
- Wed Jun 21, 2023 12:44 pm
- Forum: Not a bug
- Topic: v1.1.80 and v1.1.85 Level 2/3 Modules Don't Appear in Research
- Replies: 2
- Views: 803
v1.1.80 and v1.1.85 Level 2/3 Modules Don't Appear in Research
The Level 2 and 3 Modules don't appear inside the 'List of Research' when opening up the Research tab and must be 'walked through' the right side to research. This is repeatable with the Steam version of v1.1.80 and v1.1.85 and is done without any mods or changes to settings (a purely vanilla instan...
- Wed Oct 23, 2019 5:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Game Crash in Scenario Editor
- Replies: 5
- Views: 3470
Re: [Rseding91] Game Crash in Scenario Editor
Excellent news! Thanks for your effort! ^_^
- Tue Oct 22, 2019 6:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Game Crash in Scenario Editor
- Replies: 5
- Views: 3470
Re: [Rseding91] Game Crash in Scenario Editor
Update:
I was able to replicate this error in x.17.71 and x.17.72.
Same repeatable steps and error.
Let me know if I can provide any more information that you need.
I was able to replicate this error in x.17.71 and x.17.72.
Same repeatable steps and error.
Let me know if I can provide any more information that you need.
- Thu Oct 10, 2019 8:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Game Crash in Scenario Editor
- Replies: 5
- Views: 3470
Re: Game Crash in Scenario Editor
Furthermore, if you leave the machines in this 'broken' state, it treats the liquid requirements of the recipe as 'satisfied'. I have the same Chemical Plant, set to Plastic and in this state, it doesn't ask for the liquid input, just the coal. So something is being busted somewhere and it's repeata...
- Wed Oct 09, 2019 9:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Game Crash in Scenario Editor
- Replies: 5
- Views: 3470
Re: Game Crash in Scenario Editor
It seems like, in between saves, recipes aren't saved for producers that have liquid ports.
Meaning I
- Placed a chemical plant
- Set its recipe
- Set recipe to be 'locked'
- Save Scenario
- Quit
- Load Scenario
- Click on the chemical plant
- Game crashed
Meaning I
- Placed a chemical plant
- Set its recipe
- Set recipe to be 'locked'
- Save Scenario
- Quit
- Load Scenario
- Click on the chemical plant
- Game crashed
- Wed Oct 09, 2019 8:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Game Crash in Scenario Editor
- Replies: 5
- Views: 3470
[Rseding91] Game Crash in Scenario Editor
Good Day,
I was working in the scenario editor (0.17.69 Stable) and it crashes when I click on any production structure (oil refinery, assembler).
Attached are my logs.
I was working in the scenario editor (0.17.69 Stable) and it crashes when I click on any production structure (oil refinery, assembler).
Attached are my logs.
- Thu Jun 07, 2018 11:18 am
- Forum: Not a bug
- Topic: [0.16.36] Crash: "FlyingRobot::useEnergyPerTick"
- Replies: 7
- Views: 3040
Re: [0.16.36] Crash: "FlyingRobot::useEnergyPerTick"
Sounds like RAM is the issue for sure (See Attached).
Thanks for your help, all. Feel free to chalk this one up as 'User, not game, issue'.
Have a great rest of your week.
Thanks for your help, all. Feel free to chalk this one up as 'User, not game, issue'.
Have a great rest of your week.
- Wed Jun 06, 2018 11:59 pm
- Forum: Not a bug
- Topic: [0.16.36] Crash: "FlyingRobot::useEnergyPerTick"
- Replies: 7
- Views: 3040
Re: [0.16.36] Crash: "FlyingRobot::useEnergyPerTick"
Ah, okay sorry. 'Dump file' is what I thought I was brought to, since it can be understood as 'taking a memory dump'.
I didn't know you were looking for a specific file that was literally called dump. ^_^
Attached.
I didn't know you were looking for a specific file that was literally called dump. ^_^
Attached.
- Wed Jun 06, 2018 11:22 pm
- Forum: Not a bug
- Topic: [0.16.36] Crash: "FlyingRobot::useEnergyPerTick"
- Replies: 7
- Views: 3040
Re: [16.36] Crash: "FlyingRobot::useEnergyPerTick"
I did. It's a huge blob of text right under what I said.Loewchen wrote:Post the dump please.
Let me know if there is a specific file you need.
- Wed Jun 06, 2018 10:16 pm
- Forum: Not a bug
- Topic: [0.16.36] Crash: "FlyingRobot::useEnergyPerTick"
- Replies: 7
- Views: 3040
[0.16.36] Crash: "FlyingRobot::useEnergyPerTick"
Good day, This is my factorio-current.log that pops up, crashing my game. I don't take any specific action and the save has a few hundred hours into it, so I'm unsure what causes the crash. Thanks in advance for your assistance. I forgot to mention, that this is vanilla. 0.000 2018-06-06 17:11:10; F...
- Fri Dec 16, 2016 4:16 pm
- Forum: Modding help
- Topic: Displaying Text and Giving Items - Single Player Scenario
- Replies: 4
- Views: 2027
Re: Displaying Text and Giving Items - Single Player Scenario
I'm hoping the research is correct, but is there a list of what the lua equivalents are for research names to ensure I'm granting the right ones? Also, would you happen to know where I can find the code to give the player items? You can find the actual names for technologies in your Factorio folder...
- Fri Dec 16, 2016 4:08 pm
- Forum: Modding help
- Topic: Displaying Text and Giving Items - Single Player Scenario
- Replies: 4
- Views: 2027
Re: Displaying Text and Giving Items - Single Player Scenario
pointto = {type = "entity", entity = game.player.character} It's point_to , see here: http://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.show_message_dialog Thanks, I'll give that a try later tonight. I'm hoping the research is correct, but is there a list of what the lua...
- Fri Dec 16, 2016 3:49 pm
- Forum: Modding help
- Topic: Displaying Text and Giving Items - Single Player Scenario
- Replies: 4
- Views: 2027
Displaying Text and Giving Items - Single Player Scenario
I have a few scenarios that I had working nicely on 12.x and after updating to 14.x none of the commands that I had in control.lua work, understandably so. I've exhausted the search here and on google, but I can't find an entry level description on how to get some text to display when a player loads...
- Tue Nov 22, 2016 1:59 pm
- Forum: Technical Help
- Topic: Windows Headless 14.20 Doesn't Respect Mods
- Replies: 9
- Views: 4412
Re: Windows Headless 14.20 Doesn't Respect Mods
You guys have been amazing and that looks like that was it. My bat file needed some small tweaking, but the straight zip and not the installer was my issue. I"ll do more tweaking for ports and such later, but the mods loaded right up and I'm good to go. Task scheduler and NSSM work like a char...
- Tue Nov 22, 2016 1:54 am
- Forum: Technical Help
- Topic: Windows Headless 14.20 Doesn't Respect Mods
- Replies: 9
- Views: 4412
Re: Windows Headless 14.20 Doesn't Respect Mods
You guys have been amazing and that looks like that was it. My bat file needed some small tweaking, but the straight zip and not the installer was my issue. I"ll do more tweaking for ports and such later, but the mods loaded right up and I'm good to go. Task scheduler and NSSM work like a charm...
- Mon Nov 21, 2016 9:06 pm
- Forum: Technical Help
- Topic: Windows Headless 14.20 Doesn't Respect Mods
- Replies: 9
- Views: 4412
Re: Windows Headless 14.20 Doesn't Respect Mods
Right, sorry, I replied a bit hastily. With the zip version, two different folders, two different everything. I'm on the same page. How do you specify port that is being listened to? Also, I'm assuming if I connect via (server ip) without the port as in (server ip:port) then the default port is used...
- Mon Nov 21, 2016 7:20 pm
- Forum: Technical Help
- Topic: Windows Headless 14.20 Doesn't Respect Mods
- Replies: 9
- Views: 4412
Re: Windows Headless 14.20 Doesn't Respect Mods
Thank you both very much for your time. I'll be able to test this out later tonight. Also, by using the zipped version and not the installer, I should be able to host two Headless servers at the same time on the same machine. I'll just have to specify different ports. Am I on the right path? ^_^
- Sat Nov 19, 2016 6:12 pm
- Forum: Technical Help
- Topic: Windows Headless 14.20 Doesn't Respect Mods
- Replies: 9
- Views: 4412
Windows Headless 14.20 Doesn't Respect Mods
Good Day, I created a StartFactorio.bat, with the following info: C:\Games\Factorio\bin\x64\Factorio.exe --start-server C:\Games\Factorio\MultiplayerBobs.zip I've also filled the Mods folder with several mods that I'd like to use. When I run the above batch file, the server is loaded, including the ...
- Tue Jul 26, 2016 3:12 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.10] and [0.13.11] Slow Motion
- Replies: 10
- Views: 5221
Re: [0.13.10] and [0.13.11] Slow Motion
It's a quad core processor. Disabling the 'Wait for Vsync' has shown some very good improvements. I'll work with the other players and make notes that it is an issue that we can work with. Just to reiterate as well, this happened somewhere between 0.13.5 and 0.13.10. I know that isn't much of a help...