Search found 23 matches
- 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...
- 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
- 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
- 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...
- 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
- 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
- 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
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
- 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
- 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...
- 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...
- 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
Map: Arumba 0.16 Deathworld Marathon on the multiplayer list
- 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
- 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
- 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
- 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
https://mods.factorio.com/mods/WildWolf/Multiblocks
- 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
- 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
- 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.
- 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
https://www.dropbox.com/s/flbsz7igwfha8 ... t.log?dl=0
- 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
https://drive.google.com/file/d/0B6scP6 ... hrSTg/view