Search found 129 matches
- Mon Mar 04, 2019 7:54 pm
- Forum: Duplicates
- Topic: [0.17.5] Load failed: 1/bad alloc 2/not enough data
- Replies: 4
- Views: 1436
Re: [0.17.5] Load failed: 1/bad alloc 2/not enough data
Same thing here, even with no mods ( all mods disabled ), although the save was made with mods in 0.16.
- Mon Mar 04, 2019 3:08 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
- Replies: 133
- Views: 83267
Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Any chance of getting 0.17 support anytime soon ? I tried to update for 0.17 myself, but it doesn't seem to be simple, mod loads fine, but the ores are not added to the game for some reason and i have no idea why. Also MadClown's Science is causing me trouble, science packs are no longer named scien...
- Sat Mar 02, 2019 5:54 am
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 26900
Re: [MOD 0.16.x] NiceFill
Also gimme your logs, because i don't even know what version of the game you are on. 0.17.4, NF 0.1.10, CM 1.0.4. I solved (avoided) the issue with: if (event.robot.surface == nil) then return; end Added just before line 241 in control.lua. It obviously won't work with CM handling ghost landfill, b...
- Sat Mar 02, 2019 1:18 am
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 26900
Re: [MOD 0.16.x] NiceFill
Found a compatibility issue with Creative Mod . With instant blueprint on, when I place a huge concrete ghost section, Creative Mod will instantly complete the ghosts with concrete. However, when NiceFIll is enabled too, this happens instead: 17.892 Error MainLoop.cpp:1092: Exception at tick 256334...
- Fri Mar 01, 2019 5:23 pm
- Forum: Minor issues
- Topic: [0.17.3] Load save after sync does not load save if there are no mods to change
- Replies: 3
- Views: 799
Re: [0.17.3] Load save after sync does not load save if there are no mods to change
Are you saying that the button is enabled even if the currently enabled mods are the same name and version as those in the save? As i understand, "Load save after sync" only adds command line option to the game when restarting, so the game loads the save right away after restart, but if t...
- Fri Mar 01, 2019 2:49 am
- Forum: Minor issues
- Topic: [0.17.3] Load save after sync does not load save if there are no mods to change
- Replies: 3
- Views: 799
[0.17.3] Load save after sync does not load save if there are no mods to change
"Load save after sync" suggests the game will load the save if you click continue, but nothing happens if mods are already in sync.
- Thu Feb 28, 2019 12:40 am
- Forum: Minor issues
- Topic: [0.17.2] Shift+R sometimes brings up the Steam Overlay
- Replies: 14
- Views: 4317
- Wed Feb 27, 2019 10:23 pm
- Forum: Not a bug
- Topic: [0.17] surface.map_gen_settings .starting_area = none, seems to be ignored
- Replies: 6
- Views: 1265
- Wed Feb 27, 2019 9:44 pm
- Forum: Minor issues
- Topic: [0.17.2] Shift+R sometimes brings up the Steam Overlay
- Replies: 14
- Views: 4317
Re: [0.17.2] Shift+R sometimes brings up the Steam Overlay
I'm experiencing the same problem. Since 0.17, and only in Factorio, when using shift+anything steam overlay will pop up out of nowhere. It happens randomly, and never twice in a row, once a couple of minutes or so, and is impossible to replicate the second time you use the combination. I always hap...
- Wed Feb 27, 2019 8:52 pm
- Forum: Not a bug
- Topic: [0.17] surface.map_gen_settings .starting_area = none, seems to be ignored
- Replies: 6
- Views: 1265
Re: [0.17] surface.map_gen_settings .starting_area = none, seems to be ignored
Ok, so now any additional game surface forcibly has water in the middle of it ? Doesn't this defeat the purpose of multiple surfaces ? Yes I don't see how multiple surfaces is related to the starting water, If you don't like it, you can set tiles over it, or create the surface with no starting poin...
- Wed Feb 27, 2019 8:25 pm
- Forum: Not a bug
- Topic: [0.17] surface.map_gen_settings .starting_area = none, seems to be ignored
- Replies: 6
- Views: 1265
- Tue Feb 26, 2019 11:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17] Sync mods with save does not work
- Replies: 1
- Views: 552
[0.17] Sync mods with save does not work
I made a fresh install for 0.17, and copied an old save. When i try to sync mods with save, continue is inactive. Presumably, because some of the mods have no release for 0.17, but this makes no sense whatsoever, it means that the sync mods function will never ever work until every single mod is upd...
- Tue Feb 26, 2019 9:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17] Game crash when using editor
- Replies: 1
- Views: 462
[0.17] Game crash when using editor
Steps to reproduce:
1. Load game save 17_1
2. Type "/editor"
3. Click Surfaces
4. Click Edit Map Gen Settings
5. Game crashes.
1. Load game save 17_1
2. Type "/editor"
3. Click Surfaces
4. Click Edit Map Gen Settings
5. Game crashes.
- Tue Feb 26, 2019 8:10 pm
- Forum: Not a bug
- Topic: [0.17] surface.map_gen_settings .starting_area = none, seems to be ignored
- Replies: 6
- Views: 1265
[0.17] surface.map_gen_settings .starting_area = none, seems to be ignored
When creating a new surface, settings starting area to "none" still results in starting area having water. This was not the case for 0.16, and lua api does not mention any changes. EDIT: Steps to reproduce: 1. Start a new game with the NiceFill mod. 2. Place landfill anywhere in the starti...
- Mon Dec 31, 2018 11:10 am
- Forum: Technical Help
- Topic: Regenerate map under existing factory, any ideas?
- Replies: 22
- Views: 7634
Re: Regenerate map under existing factory, any ideas?
Ohh, then you can try https://mods.factorio.com/mod/nicefill, it makes new generated hidden map surface and when you place landfill, it takes tiles from hidden surface and places correctly and smooth. So if your surface is "nauvis" then hidden surface will be "NiceFill_nauvis" a...
- Mon Oct 15, 2018 8:08 am
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 26900
- Sun Oct 07, 2018 7:18 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 26900
Re: [MOD 0.16.x] NiceFill
you mod errors out now with the latest update. When you ghost place stone brick you get a constant in game error while your bots are performing the construction. I reverted back to the previous version without further issues. Thanks for the report, should be fixed now. Updated mod should be availab...
- Sun Oct 07, 2018 4:44 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 26900
Re: [MOD 0.16.x] NiceFill
Odd sort of behaviour when paired with Factorio World (and other mods, but assuming factorio world x NiceFill is cause) tiles have a frequent chance of not changing to landfill, and if you run along while landfilling, it can sometimes result in player death. edit: just saw post by reika, appears to...
- Wed Aug 29, 2018 8:39 am
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 26900
Re: [MOD 0.16.x] NiceFill
I am having an issue where this mod causes landfill to place water, which makes landfill completely useless - and kills the player if standing too close. ChokePoint might be involved; does this mod refire the on_chunk_generated? EDIT: It appears you use a second surface, which ChokePoint is going t...
- Wed Jun 13, 2018 8:56 am
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 26900
Re: [MOD 0.16.x] NiceFill
Does the mod decrease performance if it makes a second surface? I haven't noticed a drop in us or anything, just curious. It will slightly increase the save size, and have a tiny lag only while actually placing landfill, besides that, the mod is completely inactive and does not have any background ...