Search found 241 matches

by rorror
Tue Jan 08, 2019 7:34 pm
Forum: Modding help
Topic: silo_script causing server problems?
Replies: 4
Views: 2125

Re: silo_script causing server problems?

Klonan wrote:
Tue Jan 08, 2019 5:29 pm
People may be playing a scenario which does not have the silo script,
You should check that it exists before trying to call it:

Code: Select all

if not remote.interfaces["silo_script"] then return end
I have changed to control.lua and this fixes for me this the issue.
by rorror
Tue Jan 08, 2019 4:59 pm
Forum: Modding help
Topic: silo_script causing server problems?
Replies: 4
Views: 2125

Re: silo_script causing server problems?

I'am one of the persons getting the silo_script errors. Happens on diffrent "triggers". 1.) When launcing an empty rocket. 2.) When researching the research of the Mod, you need to Research Satallite-tracking, when that is complete. I also get an Silo_script error. And put me back to main ...
by rorror
Sun Mar 25, 2018 3:01 pm
Forum: Not a bug
Topic: [16.35] intel_do_flush_locked failed: No space left on...
Replies: 12
Views: 3895

Re: [16.35] intel_do_flush_locked failed: No space left on...

"No space left on device"
Check if your computer has enough disk space to save your game.

Tought that a few version back there was a change that they solved crashing when saving game, while computer had no diskspace. I guess there still an misstake there in the code.
by rorror
Thu Dec 21, 2017 10:36 pm
Forum: Not a bug
Topic: [0.16.4] Enemy bases sizes are unintuitively related to generation settings
Replies: 4
Views: 7864

Re: [0.16.4] Enemy bases sizes are unintuitively related to generation settings

The bug, IMNSHO, is that enemy bases are basically "enemy ore patches". Which feels just completely wrong. My current map (attempt): I set enemy bases to very low in all three settings. Get *YUUUUGE* ;-) bases farther away from start area. And I mean huge, never seen these in 0.15 or befo...
by rorror
Sun Dec 17, 2017 11:06 am
Forum: Not a bug
Topic: [0.16.4] Enemy bases sizes are unintuitively related to generation settings
Replies: 4
Views: 7864

[0.16.4] Enemy bases sizes are unintuitively related to generation settings

When putting enemy bases to to frequency "Very High" and size to "Very Big" the enemy bases are small. if you put it to "Normal and Very Big" the bases are getting bigger, but less bases. if you put it to "Very Low and Very Big" the bases are again getting big...
by rorror
Thu Dec 14, 2017 5:43 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [16.2] can't configure combinators with disable_recipe_groups
Replies: 4
Views: 3362

Re: [kovarex] [16.2] can't configure combinators with disable_recipe_groups

P.S. There is this feature where it remembers the last active Group, we might consider to make an option to disable this feature if some people find it too annoying. https://forums.factorio.com/viewtopic.php?f=23&t=54638&p=322533#p322533 If this option to disable the feature would be active...
by rorror
Thu Dec 14, 2017 5:38 pm
Forum: Not a bug
Topic: Crafting categories.
Replies: 8
Views: 3587

Re: Crafting categories.

The only reason why i use those two option is, that i can search fast. This poster of this post had explained it very well. https://forums.factorio.com/viewtopic.php?f=30&t=54728 I'd be okay with just living with recipe groups except that with them ctrl-F to find things is by my lights broken : ...
by rorror
Wed Dec 13, 2017 9:36 pm
Forum: Not a bug
Topic: Crafting categories.
Replies: 8
Views: 3587

Re: Crafting categories.

Its quite annoying that those options where removed. Its the only setting i usally change, with lots of mods i find it easer to use the search bar on top to find an item. Hopefully they consider placing back the option. ...It can still be done through the config file or lua commands. Already did th...
by rorror
Wed Dec 13, 2017 9:25 pm
Forum: Not a bug
Topic: Crafting categories.
Replies: 8
Views: 3587

Re: Crafting categories.

Its quite annoying that those options where removed.

Its the only setting i usally change, with lots of mods i find it easer to use the search bar on top to find an item.
Hopefully they consider placing back the option.
by rorror
Sun Oct 01, 2017 7:47 am
Forum: Releases
Topic: Version 0.15.35
Replies: 6
Views: 14872

Re: Version 0.15.35

Tnx for the update!
by rorror
Sat Aug 05, 2017 8:17 am
Forum: Pending
Topic: [posila] [0.15.31] Desync report
Replies: 2
Views: 1653

Re: [posila] [0.15.31] Desync report

When it happend, a other user desynced at the same time, about 12users where online. I only desynced one time.
I don't have a copy of the map, and the redmew server already changed maps a few times.

Maybe the server owner still has some logs.

I cannot provide more information, i am sorry.
by rorror
Wed Aug 02, 2017 11:15 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [for 0.16] [0.15.31] Blueprint emptied when no icons specified
Replies: 4
Views: 3470

Re: [0.15.31] Blueprint emptied when no icons specified

kovarex wrote:It is not a bug, non empty blueprint needs to have at least one icon defined.
The user should not be able to change it Nothing it that case. or at least get a notice that it would destroy the content of the blueprint.
by rorror
Mon Jul 31, 2017 8:03 pm
Forum: Pending
Topic: [posila] [0.15.31] Desync report
Replies: 2
Views: 1653

[posila] [0.15.31] Desync report

Just joint multiplayer server (redmew) and within 1min a desync. I was standing still al the time.

Attached the log, the desync upload is still underway. Will add that to this post asap


edit-

here is the report.

https://drive.google.com/file/d/0B5J8wu ... sp=sharing
by rorror
Sat Jul 29, 2017 11:24 am
Forum: Not a bug
Topic: [0.15.31] Newly downloaded mods not visible
Replies: 4
Views: 2179

Re: [0.15.31] Newly downloaded mods not visible

You have the game set to 'automatically enable mods'. As I mentioned in the initial bug report I have that setting disabled, because I don't want always want to enable all the mods I download. Hence the game doesn't need to restart automatically. But this bug means I need to restart the game manual...
by rorror
Sat Jul 29, 2017 11:05 am
Forum: Not a bug
Topic: [0.15.31] Newly downloaded mods not visible
Replies: 4
Views: 2179

Re: [0.15.31] Newly downloaded mods not visible

When i download mods, and install them, and i press back to go to the mod page, the game restarts automaticly.
There only visable on a restart of factorio.

What do you do after installing a mod? Do you press back, or do you Esc, or press q or? Because your game should automaticly restart.
by rorror
Sat Jul 29, 2017 10:51 am
Forum: Ideas and Suggestions
Topic: Suggested tweaks to placing blueprints with circuit newtorks
Replies: 2
Views: 1586

Re: Suggested tweaks to placing blueprints with circuit newtorks

Place the following blueprint, allow it to be built, rotate the blueprint and try to place it again, lining up the assembly machines. 0eNp9kNEKwjAMRf8lzy3Yue2hvyIiWxdmoE1L24lj9N9dJ4gg+BRuuDm5yQajXTBE4gx6AzKeE+jLBolmHmzt5TUgaKCMDgTw4KoaUkI3WuJZusHciVGeoQggnvAJWpWrAORMmfDNO8R648WNGHfDh+RwosVJtGhyJCOD...
by rorror
Sat Jul 29, 2017 12:31 am
Forum: Not a bug
Topic: [0.15.31] Pump glitch
Replies: 4
Views: 2268

Re: [0.15.31] Pump glitch

the 19k shown is19.999, your condition is, that the pump is only active when less then 20k.

because of the rouding error in factorio, 19.999 is shown as 19k

you can fix the visual apperiance for your self, to put the less condition on 20.001
and then you see the 20k

edit': corrected my text
by rorror
Fri Jul 28, 2017 6:22 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.15.30] Radar getting too weak on megabase
Replies: 9
Views: 4966

Re: [Rseding91] [0.15.30] Radar getting too weak on megabase

You are using the mod "Big Brother" that amplifies radars, maybe that is causing it?

Go to advanced search