This is a visual bug that showed up pretty quickly, I started walking away from the spawn and found plant textures directly 'on' the cliffs.
No mods were being used at the time.
Search found 23 matches
- Thu Dec 14, 2017 3:29 am
- Forum: Minor issues
- Topic: [TOGos][0.16.1] Cliffs with plants directly on top of them
- Replies: 4
- Views: 2058
- Wed Apr 26, 2017 8:27 am
- Forum: Resolved Problems and Bugs
- Topic: Crash with blueprint book MP interaction on: "BlueprintBookHeader::getRealLabel"
- Replies: 7
- Views: 3548
Re: Crash with blueprint book MP interaction on: "BlueprintBookHeader::getRealLabel"
A workaround I've found is to join as an entirely new player by changing your name and joining the server. Since the server does some serverside saving of information based on your character name you'll start with a new character but you can join sucessfully.
- Wed Apr 26, 2017 3:40 am
- Forum: Resolved Problems and Bugs
- Topic: Crash with blueprint book MP interaction on: "BlueprintBookHeader::getRealLabel"
- Replies: 7
- Views: 3548
[0.15.2] Crash on connecting to multiplayer (blueprints)
Here is the current-log
http://puu.sh/vwqhC/8ac278b9ca.log
The crash first occurred when opening the blueprints menu with 'B'. Reconnecting to the same server causes the same crash immediately on connection.
Occurs on 0.15.2
No mods were used.
Default settings on fresh zip file.
http://puu.sh/vwqhC/8ac278b9ca.log
The crash first occurred when opening the blueprints menu with 'B'. Reconnecting to the same server causes the same crash immediately on connection.
Occurs on 0.15.2
No mods were used.
Default settings on fresh zip file.
- Sun Apr 02, 2017 6:04 pm
- Forum: Not a bug
- Topic: Late game bugs with placement (on multiplayer + with mods)
- Replies: 6
- Views: 2917
Re: Late game bugs with placement (on multiplayer + with mods)
Fingers crossed that it also keeps anything from despawning once we remove it.
Edit: yes it seems this mod also caused the despawning to occur, it doesn't play well with multiplayer.
Edit: yes it seems this mod also caused the despawning to occur, it doesn't play well with multiplayer.
- Sun Apr 02, 2017 6:01 pm
- Forum: Not a bug
- Topic: Late game bugs with placement (on multiplayer + with mods)
- Replies: 6
- Views: 2917
Re: Late game bugs with placement (on multiplayer + with mods)
Ha! That's what happens when you let friends choose the modpack. I had just finished a fresh install to try to remove the problem.
- Sun Apr 02, 2017 5:42 pm
- Forum: Not a bug
- Topic: Late game bugs with placement (on multiplayer + with mods)
- Replies: 6
- Views: 2917
Re: Late game bugs with placement (on multiplayer + with mods)
Okay, to disprove the notion that this was latency related I saved the file and loaded it up on my singleplayer server. These issues still occur playing locally on a file saved from the server . Issue occurring again https://puu.sh/v6ZiI/421d6d6ec6.jpg Factorio-current.log after playing locally http...
- Sun Apr 02, 2017 5:28 pm
- Forum: Not a bug
- Topic: Late game bugs with placement (on multiplayer + with mods)
- Replies: 6
- Views: 2917
Re: Late game bugs with placement (on multiplayer + with mods)
I could understand things being despawned being a result of latency, but being placed on invisible lines?
- Sun Apr 02, 2017 4:55 pm
- Forum: Not a bug
- Topic: Late game bugs with placement (on multiplayer + with mods)
- Replies: 6
- Views: 2917
Late game bugs with placement (on multiplayer + with mods)
Factorio revision: 0.14.22 Background I've been playing modded multiplayer games on a headless server with friends, the mods I've been playing with are bob's and angel's along with a few quality of life mods so it's possible this is caused by them, but it might not be since it is related to a lot of...
- Mon Dec 12, 2016 4:25 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 82296
Re: Friday Facts #168 - Nightvision Nightmare
This is pretty much perfectssilk wrote:TL;DR: Nightvision should be what it is: a nightvision.
With that in mind I would like
- Tue Nov 15, 2016 12:31 am
- Forum: Not a bug
- Topic: [14.20] Assembler refusing insert onto size 1 stack
- Replies: 3
- Views: 1581
Re: [14.20] Assembler refusing insert onto size 1 stack
Ha! I think that was the problem, the health bar is almost invisible at my screen resolution so I didn't notice it at all. A partially damaged one must have come from my logistics network when I was deconstructing portions of my factory and then screwed up the production line. Spooky.
- Tue Nov 15, 2016 12:26 am
- Forum: Not a bug
- Topic: [14.20] Assembler refusing insert onto size 1 stack
- Replies: 3
- Views: 1581
Re: [14.20] Assembler refusing insert onto size 1 stack
No the belts are being supplied from a requester chest directly from the newly assembled belts. Oh you mean the belt that is already in there, that's interesting. I'll have to check.
- Tue Nov 15, 2016 12:01 am
- Forum: Not a bug
- Topic: [14.20] Assembler refusing insert onto size 1 stack
- Replies: 3
- Views: 1581
[14.20] Assembler refusing insert onto size 1 stack
Summary Picture https://puu.sh/sishU/87dd0e8351.jpg General Description As you can see in the image above, the inserter is trying to insert a stack of conveyor belts into the assembler. However it will permanently hold the conveyor belts over the assembler without inserting them. When it happens - I...
- Fri Nov 11, 2016 1:06 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 119863
Re: Friday Facts #164 - Nuclear power
I was even considering adding option that is not realistic (at least with the current technology), but it could add a lot of interesting gameplay possibilities. Imagine that you could store the heat in some kind of item. Maybe some kind of special metal with huge heat capacity. That would mean, tha...
- Thu Nov 10, 2016 8:20 pm
- Forum: Implemented in 2.0
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 16519
Re: Show track direction when blueprinting with signals
Not going to lie I closed out just before checking, swing and a miss for me. Too bad you didn't wait for a few more people to fall prey to the same trap, would have made some good evidence!
- Thu Nov 10, 2016 3:39 pm
- Forum: Balancing
- Topic: Oil Richness
- Replies: 29
- Views: 11346
Re: Oil Richness
I refuse to play the base game anymore without increasing at least one of the three standard settings for oil up to the next level. All of the people I play with feel the same, it's far far more precious than any other resource at the standard setting level.
- Thu Nov 10, 2016 12:03 pm
- Forum: Implemented in 2.0
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 16519
Show track direction when blueprinting with signals
When placing tracks&signals using a blueprinted track pattern, it would be useful to know which direction each track is headed when they are being placed, by an icon added to the track itself. Since rail signals already lock rails into going in a certain direction this should be possible to do d...
- Tue Nov 08, 2016 6:33 am
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 48101
Re: Little Quirks
You could say a quirk is a feature that is working as intended but fails the test of either "Do what I mean"
https://en.wikipedia.org/wiki/DWIM
or the "principle of least astonishment"
https://en.wikipedia.org/wiki/Principle ... tonishment
https://en.wikipedia.org/wiki/DWIM
or the "principle of least astonishment"
https://en.wikipedia.org/wiki/Principle ... tonishment
- Thu Nov 03, 2016 3:21 pm
- Forum: Not a bug
- Topic: [0.12.21] [Rseding91] UPS decrease when inserters put into large inv
- Replies: 9
- Views: 4511
Re: [0.12.21] [Rseding91] UPS decrease when inserters put into large inv
Well naturally the dictionary would only hold keys for objects currently within the chest, so the maximum amount of entries in the dictionary would be the maximum amount of slots in the inventory, and that would only be assuming you filled every slot with a unique, less than max size stack. You don'...
- Thu Nov 03, 2016 2:35 pm
- Forum: Not a bug
- Topic: [0.12.21] [Rseding91] UPS decrease when inserters put into large inv
- Replies: 9
- Views: 4511
Re: [0.12.21] UPS decrease when inserters put into large inv
I don't consider this a bug as the mechanics are all working exactly as expected. You've simply cranked the numbers far beyond what they where intended to be which is (as you're seeing) hurting performance. A more technical description of what's causing it to run slow: Every time an inserter looks ...
- Thu Nov 03, 2016 3:41 am
- Forum: Ideas and Suggestions
- Topic: Numerical slide intervals 90-100-200 and 900-1000-2000
- Replies: 7
- Views: 2316
Re: Numerical slide intervals 90-100-200 and 900-1000-2000
I think you should have the small numbers between 1-10, then some values like 15, 20, 25. Then full stack sizes between 1-6 (so 1 stack, 2 stacks, 3 stacks, etc), and then everything above that is hundreds.
If there is any overlap between those values choose the one that gives finer precision.
If there is any overlap between those values choose the one that gives finer precision.