I had a couple crashes with 1.5.3 also, in blueprint.lua, functions
inserters_in_position
remove_entities
I put nil checks for bp_entities after the line with the "for" statement, this stopped the crashes for me.
Could not even load my save without doing that. Working fine now.
Search found 169 matches
- Wed Jan 17, 2018 9:04 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 159680
- Wed Jan 17, 2018 8:44 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 323879
Re: [MOD 0.15] Orbital Ion Cannon 1.5.3
Thank you!
Supercheese wrote:Thanks for the report, I have a fix ready to roll out in a couple hours!
- Wed Jan 17, 2018 4:52 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 323879
Re: [MOD 0.15] Orbital Ion Cannon 1.5.3
Getting an error now, using 1.6.0 version, auto-targeting for sure.
line 386 local targeterName = player.name or "Auto"
__Orbital Ion Cannon__/control.lua:386: attempt to index local 'player' (a nil value)
line 386 local targeterName = player.name or "Auto"
__Orbital Ion Cannon__/control.lua:386: attempt to index local 'player' (a nil value)
- Fri Jan 12, 2018 8:47 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 159680
Re: [MOD 0.16] Miniloader
Therax, I left you a PM here on the forums with all the changes I made to allow filtered and non-filtered miniloaders.
- Fri Jan 12, 2018 8:41 pm
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 27411
Re: [MOD 0.16.x] SunResources
v0.0.15
Added checking for fluid patch
When checking ore patch, fluid is removed from the ore patch.
When checking fluid patch, ore is removed from the fluid patch.
** Warning **
Fluid checker changes fluid amount to the amount in your settings for fluids.
Added checking for fluid patch
When checking ore patch, fluid is removed from the ore patch.
When checking fluid patch, ore is removed from the fluid patch.
** Warning **
Fluid checker changes fluid amount to the amount in your settings for fluids.
- Tue Jan 09, 2018 3:54 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 159680
Re: [MOD 0.16] Miniloader
I use side inserters 2.3.4 and long inserters 1.0.1, I don't think they change the stack size at all, but I'm not going to swear to that, I didn't see anything in the code for either from a quick glance. For me the spillage didn't happen when feeding belts, those were all fine, it did happen when in...
- Tue Jan 09, 2018 1:30 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 159680
Re: [MOD 0.16] Miniloader
That would work!
Therax wrote:The color of the yellow arrows on the details (ALT) view is unfortunately fixed. I was thinking of the little green arrows that appear on the top of the miniloader structure.
- Tue Jan 09, 2018 1:01 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 159680
Re: [MOD 0.16] Miniloader
Colored arrows is a good idea, didn't even think of that. Keep the yellow arrows for normal filters, white for the filtered versions? Bulk hopper loaders also sound good. :) I copied the existing graphics and created versions with the name filtered in it, was going for minimal changes in your code t...
- Tue Jan 09, 2018 12:47 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 159680
Re: [MOD 0.16] Miniloader
yes, it looks like it's on the first load of the upgrade to 1.4.0. I've saved and loaded a few times since cleaning up everything and not seen it happen again. I'll let you know if it does. Having the same thing happen, I'm using the mod CollectDroppedItemsHotkey to clean up, still have to run aroun...
- Mon Jan 08, 2018 8:09 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 159680
Re: [MOD 0.16] Miniloader
Having the same thing happen, I'm using the mod CollectDroppedItemsHotkey to clean up, still have to run around and clear unwanted items from belts that are contaminating belt feeds into entities. It kind of sort of creates a small case of a huge mess by spilling everything on the whole length of th...
- Mon Jan 08, 2018 4:20 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 159680
Re: [MOD 0.16] Miniloader
Filters are a great idea, but either filtered or not?? Any chance you will make a version that makes two of each miniloader? The existing non filtered miniloader so bases won't break, and put in new entities for the filtered versions so they can start being used without braking an existing game? Edi...
- Wed Jan 03, 2018 11:53 pm
- Forum: Modding discussion
- Topic: data, data-updates and data-final-fixes
- Replies: 7
- Views: 4876
- Fri Dec 29, 2017 7:35 pm
- Forum: Technical Help
- Topic: [16.8] Incompatible with 16.7 saves after update
- Replies: 6
- Views: 2490
Re: [16.8] Incompatible with 16.7 saves after update
thank you!daniel34 wrote:Fixed for the next release: viewtopic.php?f=30&t=55836 (to be released later today)
- Fri Dec 29, 2017 7:32 pm
- Forum: Technical Help
- Topic: [16.8] Incompatible with 16.7 saves after update
- Replies: 6
- Views: 2490
Re: [16.8] Incompatible with 16.7 saves after update
Getting same error on all my saves. 53.065 Loading Level.dat: 106316988 bytes. 53.073 Info Scenario.cpp:135: Map version 0.16.7-4 54.938 Warning Map.cpp:294: Map loading failed: Corrupted map, contains id not in the dictionary: 16256 55.395 Error AppManagerStates.cpp:1195: Corrupted map, contains id...
- Thu Dec 28, 2017 8:35 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 323879
Re: [MOD 0.15] Orbital Ion Cannon 1.5.3
Sorry about that, in control.lua, change all colspan= to column_count=
you should find it 4 times.
you should find it 4 times.
- Thu Dec 28, 2017 5:59 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 323879
Re: [MOD 0.15] Orbital Ion Cannon 1.5.3
thanks, maybe you can open a pullrequest on github? i tried to remove the remote.call line but its not fixing the problem for me. i am stuck with th error "error while loading prototype "crosshairs": key radius not found". unfortunately i have no experience writing lua code or f...
- Thu Dec 28, 2017 3:40 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 323879
Re: [MOD 0.15] Orbital Ion Cannon 1.5.3
It's working just fine, no problems that I have found so far, but I would only upload it if Supercheese gives the ok to do so.wurststulle wrote:@Sunnova is your version working in general? do you mind uploading it?
- Sat Dec 23, 2017 3:40 pm
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 27411
Re: [MOD 0.16.x] SunResources
Give ore eraser by tergiver a try, I use it and it works very well.HurkWurk wrote:would love an object that helps remove ore so that i can shape existing patches.
https://mods.factorio.com/mods/tergiver/ore-eraser
- Tue Dec 19, 2017 5:02 pm
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 27411
Re: [MOD 0.16.x] SunResources
v0.0.14 changed resource checker to convert unwanted ore, instead of removing it, fluids are skipped. change settings.lua, changed maximum (999,999) values, added random setting, if checked ore will be between 5000 and the amount you set, up to 999,999 at this time. If not checked, ore will be fixed...
- Tue Dec 19, 2017 2:48 am
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 27411
Re: [MOD 0.15.x] SunResources
When I place oil with this mod, the oil is a really low amount, even when changed to the maximum. I am getting numbers like 8 percent per oil spot. Am I doing something wrong? Also, any chance we could generate ore fields with more natural rounded fields? Getting only rectangular ones seems really ...