Search found 23 matches

by WildWolf
Mon Sep 18, 2023 4:44 am
Forum: Minor issues
Topic: [1.1.87] [1.1.91] FPS issues with Nintendo Switch JoyCon Charging Grip connected
Replies: 1
Views: 530

[1.1.87] [1.1.91] FPS issues with Nintendo Switch JoyCon Charging Grip connected

So when having a Nintendo Switch Joy Con Charging Grip VID_057E PID_200E REV_0200 MI_00 and VID_057E PID_200E REV_0200 MI_01 the game grinds to a slow 1 fps per 5 seconds. This is a very super edge case but can happen it is not the first game I see something weird happen with Nintendo controller HID...
by WildWolf
Fri Mar 15, 2019 4:07 pm
Forum: Not a bug
Topic: [0.17.x] Upgrade planner only upgrades to the next tier belt but not the displayed tier
Replies: 3
Views: 1162

Re: [0.17.x] Upgrade planner only upgrades to the next tier belt but not the displayed tier

And it shows that it is gona upgrade from tier 1 to tier 3 but only upgrades to tier 2 not shure if it due to mods or not
by WildWolf
Fri Mar 15, 2019 4:06 pm
Forum: Not a bug
Topic: [0.17.x] Upgrade planner only upgrades to the next tier belt but not the displayed tier
Replies: 3
Views: 1162

Re: [0.17.x] Upgrade planner only upgrades to the next tier belt but not the displayed tier

So i have configured the upgrade planer to upgrade from tier 1 belt to tier 3 belt but for some reason it only upgrades to the tier 2 belt and not tier 3 as it shows
by WildWolf
Thu Mar 14, 2019 11:33 pm
Forum: Not a bug
Topic: [0.17.x] Upgrade planner only upgrades to the next tier belt but not the displayed tier
Replies: 3
Views: 1162

[0.17.x] Upgrade planner only upgrades to the next tier belt but not the displayed tier

After extensive testing with both lua commands and the actual item it self, I just couldent wrap my head around why the upgrade planner dosent upgrade to the actual displayed item. This can get anying as when you play with bob's logistic you have 6 different belts to upgrade from and if you have som...
by WildWolf
Thu Mar 14, 2019 11:13 pm
Forum: Technical Help
Topic: [0.17.8] Mod settings not loading on headless server
Replies: 3
Views: 1009

Re: [0.17.8] Mod settings not loading on headless server

Found out what the issue was apperently if you have a mod-settings.dat in both the root folder and in the /mods folder of where you are starting the server it decides to use default settings as it seems not to be shure witch one it should pick
by WildWolf
Fri Mar 08, 2019 1:26 pm
Forum: Technical Help
Topic: [0.17.8] Mod settings not loading on headless server
Replies: 3
Views: 1009

Re: [0.17.8] Mod settings not loading on headless server

it works fine on the client but when you transfer the files to a headless server it dosent work anymore
by WildWolf
Fri Mar 08, 2019 1:13 pm
Forum: Technical Help
Topic: [0.17.8] Mod settings not loading on headless server
Replies: 3
Views: 1009

[0.17.8] Mod settings not loading on headless server

For some reason i cant see why the mod-settings.dat is not loading on a headless server

i have checked through all the log files i could and i see no referance to it loading it somewhere else than /mods for the server folder
by WildWolf
Fri Mar 01, 2019 8:46 am
Forum: Ideas and Suggestions
Topic: [0.17.x] Spitter and worms acid sets player speed instead of affecting it
Replies: 2
Views: 997

Re: [0.17.x] Spitter and worms acid sets player speed instead of affecting it

its more on multiplayer if you get stuck in the acid you get pushed back to the acid and it feels that it factors the acid as a set speed more than a modifier
by WildWolf
Fri Mar 01, 2019 6:46 am
Forum: Ideas and Suggestions
Topic: [0.17.x] Spitter and worms acid sets player speed instead of affecting it
Replies: 2
Views: 997

[0.17.x] Spitter and worms acid sets player speed instead of affecting it

So this is more a tiny anoyance more than a major bug but sill feels like a bug. The reason i feel like it should be a modifier of the normal player walking speed than effect the intirety of player walking speed is due to when you play multiplayer and have to also fight latency for inputs and the pr...
by WildWolf
Tue Dec 19, 2017 7:49 am
Forum: Pending
Topic: [0.16.6] Surface::collideWithEntityPredicate
Replies: 3
Views: 1586

Re: [0.16.6] Inserter::update

Ye loaded up the previus log and saw something different now so darn you notepad++ 3763.370 Error CrashHandler.cpp:286: Exception Code: c0000005, Address: 0x00007ff71ffedd88 ModuleBase: 0x00007ff71f9e0000, ImageSize: 012da000, RelativeAddress: 0060dd88 3763.370 Error CrashHandler.cpp:292: Access Vio...
by WildWolf
Tue Dec 19, 2017 6:33 am
Forum: Pending
Topic: [0.16.6] Surface::collideWithEntityPredicate
Replies: 3
Views: 1586

[0.16.6] Surface::collideWithEntityPredicate

Crash dump: https://mega.nz/#!ZaQgGCiB!iPaDuduQuVz4 ... GFO52-gZp8

Map: Arumba 0.16 Deathworld Marathon on the multiplayer list
by WildWolf
Fri Dec 15, 2017 12:07 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16] Info screen ingame
Replies: 1
Views: 2053

[Rseding91] [0.16] Info screen ingame

While messing around in the game i spawned a ore resource of uint max and hovred over it and saw -1 witch is the ending number of int

Image
by WildWolf
Fri Oct 13, 2017 9:45 pm
Forum: Mods
Topic: [0.15] Multiblocks
Replies: 9
Views: 4458

Re: [0.15] Multiblocks

New version up now with actualy functionality for other mod creators
by WildWolf
Fri Oct 06, 2017 12:55 pm
Forum: Mods
Topic: [0.15] Multiblocks
Replies: 9
Views: 4458

Re: [0.15] Multiblocks

so then in reality their discription of the variable global is wrong
by WildWolf
Sun Oct 01, 2017 9:46 pm
Forum: Mods
Topic: [0.15] Multiblocks
Replies: 9
Views: 4458

[0.15] Multiblocks

This mod adds a way to add a new building method in factorio where you dont need to craft the building/s but instead build sub buildings to make the full structure on the map.

https://mods.factorio.com/mods/WildWolf/Multiblocks
by WildWolf
Thu Jul 27, 2017 11:05 am
Forum: Pending
Topic: [0.15.1] Crash report
Replies: 5
Views: 2074

Re: [0.15.1] Crash report

Sorry for not having replied to this erlier but no the game crashed before the desync got generated
by WildWolf
Fri May 05, 2017 7:02 pm
Forum: Resolved Problems and Bugs
Topic: [Ox][0.15.9]Random crash (InputActionDefragmenter::assemble)
Replies: 11
Views: 5339

Re: [0.15.8]Random crash Error Util.cpp:76

Its all movable entities that can have a player name on them so it is related
by WildWolf
Fri May 05, 2017 6:30 pm
Forum: Duplicates
Topic: 0.15.8 trains broke
Replies: 42
Views: 14884

Re: 0.15.8 trains broke

I was playing on arumbas comunity server and we have found a cause and it is every movable entities that is in the game vanilla and modded.
by WildWolf
Mon Apr 24, 2017 10:37 pm
Forum: Pending
Topic: [0.15.1] Crash report
Replies: 5
Views: 2074

[0.15.1] Crash report

I was playing on the newly arumba 0.15 server and a large desync wave hit then right after the map was loaded it failed horribly

https://www.dropbox.com/s/flbsz7igwfha8 ... t.log?dl=0
by WildWolf
Sat Jan 07, 2017 4:42 pm
Forum: Desyncs with mods
Topic: 0.14.21 Arumba's comunity server(s)
Replies: 0
Views: 1160

0.14.21 Arumba's comunity server(s)

This is all of my desync reports from 2016-09-22 to 2017-01-17 while playing on the Arumba comunity server saves that i have played on
https://drive.google.com/file/d/0B6scP6 ... hrSTg/view

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