Search found 358 matches
- Mon Jul 03, 2017 8:50 pm
- Forum: Duplicates
- Topic: [Oxyd] [0.15.27] I Can Crash Multiplayer Servers w/ Blueprints
- Replies: 6
- Views: 2458
Re: [0.15.27] I Can Crash Multiplayer Servers w/ Blueprints
lol did you crash my server? hopefully this helps track down the problem tho
- Mon Jul 03, 2017 8:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.27] crash on blueprint library
- Replies: 7
- Views: 4236
Re: [15.27] crash on blueprint library
again crash looks like same error
dont suppose anyone knows how to address this?
dont suppose anyone knows how to address this?
- Mon Jul 03, 2017 7:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.27] crash on blueprint library
- Replies: 7
- Views: 4236
[15.27] crash on blueprint library
server crashed out of screen when someone used the blueprint library it looks like here is a copy of the log
- Sun Jul 02, 2017 10:27 pm
- Forum: Not a bug
- Topic: [15.26] tilda does not close console any more
- Replies: 2
- Views: 880
Re: [15.26] tilda does not close console any more
thanks for the quick update, i will make sure to let my friends know if they find it better with tilda also closing then they should also comment on it, thanks again!
- Sun Jul 02, 2017 10:14 pm
- Forum: Not a bug
- Topic: [15.26] tilda does not close console any more
- Replies: 2
- Views: 880
[15.26] tilda does not close console any more
dont know if this was intended or just a change in recent version intended, but tilda (`) used to close the console, as well as open it, now i have to use enter to close it, was this intended or something get broken recently? i check the console during game play frequently in multi player to see wha...
- Sun Jul 02, 2017 2:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.26] Desync with scenario
- Replies: 8
- Views: 2829
Re: [15.26] Desync with scenario
thank you for your fantastic support! love the game!
- Sat Jul 01, 2017 12:49 am
- Forum: Resolved Problems and Bugs
- Topic: [15.26] Desync with scenario
- Replies: 8
- Views: 2829
[15.26] Desync with scenario
after updating to 15.26 from 15.25 everyone gets a dsync loop when anyone tries to join, including the first player. could be related to oarc scenario, but works fine in 15.25. posting dsync report for you. thanks for all your hard work. not sure how you read these reports, but if it were something ...
- Thu Jun 22, 2017 3:12 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
- Replies: 75
- Views: 47132
Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
+1 for revert this change, possible options: - add a check box to allow dropping on second pulse, - add option to return inserter to pickup location on deactivation. (it no longer operates on a pulse, and requires a hold signal, it could simply rotate back to the pickup location on deactivation, sti...
- Thu Jun 22, 2017 12:11 am
- Forum: Releases
- Topic: Version 0.15.22
- Replies: 38
- Views: 24539
Re: Version 0.15.22
Inserters will no longer drop what they are holding when disabled by the circuit network. (49170) Inserters sent a pulse signal used to not pick up from belts. With this change, they now can pick up from belts, however, they don't let go until the next pulse. They seem to work the way I would expec...
- Thu May 25, 2017 9:49 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
- Replies: 70
- Views: 92992
Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
with boilers at 50% efficiency now it is not efficient to use the stone or steel electric versions as they now consume 2x the coal (in steam boilers) as their burner (base) equivalents. i adjusted my mod for using 90kw as a result. also the new electric boiler would be nice if it was moved to the co...
- Thu May 25, 2017 9:42 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
- Replies: 70
- Views: 92992
Re: [MOD 0.12.x, 0.13.x] Electric Furnaces
if you check the mod portal you will see a version for 0.14 and 0.15 availableJustderpingalong wrote:Will you make this 0.14 compatible or will you wait for 0.15?
https://mods.factorio.com/mods/GotLag/E ... 20Furnaces
- Wed May 24, 2017 5:49 am
- Forum: Resolved Problems and Bugs
- Topic: factorio crashed (InputActionDefragmenter.cpp:92: An input action fragment is missing)
- Replies: 13
- Views: 7312
Re: factorio crashed (InputActionDefragmenter.cpp:92: An input action fragment is missing)
not sure if i should create seperate topics for the crashes? v15.13 Factorio crashed. Generating symbolized stacktrace, please wait ... 6452.437 Warning Logger.cpp:385: Couldn't symbolize stacktrace: (resolving symbol failed: fread) #0 0x0000000000bdb57d #1 0x000000000073b120 #2 0x000000000073b3a4 #...
- Wed May 24, 2017 4:41 am
- Forum: Resolved Problems and Bugs
- Topic: factorio crashed (InputActionDefragmenter.cpp:92: An input action fragment is missing)
- Replies: 13
- Views: 7312
Re: factorio crashed (InputActionDefragmenter.cpp:92: An input action fragment is missing)
another crash with similar stack traceback v15.12 48753.669 Warning Logger.cpp:382: Couldn't symbolize stacktrace: (resolving symbol failed: fread) #0 0x0000000000bf14ad #1 0x0000000000caaed4 #2 0x0000000000cab448 #3 0x0000000000cafd5d #4 0x0000000000e01e43 #5 0x0000000000e02bd1 #6 0x0000000000ec156...
- Fri May 19, 2017 9:10 pm
- Forum: Mods
- Topic: [MOD 0.15] Subterrain
- Replies: 20
- Views: 9401
Re: [MOD 0.14] Subterrain
How come this feature is not in vanilla? Fixed cost underground belt and pipes makes no sense!!! oh i totally love this mod, it just makes so much sense, to me at least. but that is why we have mods! now we just need to have mods be easily sync-able per server. instead of manual since it's introduc...
- Wed May 17, 2017 12:16 pm
- Forum: Resolved Problems and Bugs
- Topic: factorio crashed (InputActionDefragmenter.cpp:92: An input action fragment is missing)
- Replies: 13
- Views: 7312
factorio crashed (InputActionDefragmenter.cpp:92: An input action fragment is missing)
im not sure how this is happening, including the logs but the server has crashed with the same error twice now. 34213.181 Warning Logger.cpp:382: Couldn't symbolize stacktrace: (resolving symbol failed: fread) #0 0x0000000000a00ddd #1 0x0000000000ca9664 #2 0x0000000000ca9bd8 #3 0x0000000000cae4ed #4...
- Wed May 10, 2017 7:28 am
- Forum: Mods
- Topic: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
- Replies: 44
- Views: 22485
Re: [Library MOD 0.15+] Color Picker 0.3.0 - Factorio 0.15
looks interesting how about a version that works on lamps?
- Fri May 05, 2017 1:16 am
- Forum: Minor issues
- Topic: Walking speed increased on oposing belts
- Replies: 1
- Views: 1112
Walking speed increased on oposing belts
have found something interesting when was placing belts in my factory and thought it could be a bug or not a bug, but sharing the results in a new map and a video
when placing belts that feed into each other across the sections you can get a speed boost
when placing belts that feed into each other across the sections you can get a speed boost
- Fri May 05, 2017 1:15 am
- Forum: Implemented Suggestions
- Topic: multiplayer join queue system
- Replies: 5
- Views: 2580
Re: multiplayer join queue system
Thanks for the addition to the suggestions group and I hope this can be added, as when you have a 1MB upload limit then if 2 people try to connect at the same time you suddenly have only 500KB and it takes twice as long to download, sometimes when it gets to 3 people you can no longer connect becaus...
- Thu Apr 27, 2017 6:53 pm
- Forum: Ideas and Suggestions
- Topic: Assembly Machines should emit combinator values
- Replies: 8
- Views: 3974
Re: Assembly Machines should emit combinator values
+1 to hook all assemblers, chem plants, centrifuge ect to the circuit network to output their contents
- Thu Apr 27, 2017 6:17 pm
- Forum: Ideas and Suggestions
- Topic: Atomic Bomb AKA Nuke suggestion
- Replies: 0
- Views: 430
Atomic Bomb AKA Nuke suggestion
i have had the pleasure of firing off a few of these and also the unpleasantness of killing myself as well, but a few things strike me as would be nice if... it would be nice if when the rocket launcher was selected in my weapon menu with a nuke in the ammo slot, i would get an idea of how far i can...