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Factorio latest version no railroad
Factorio latest version no railroad




Fixed some sounds playing in fog-of-war when they shouldn't.Fixed fluid wagon fluid tooltips would round the amount shown incorrectly.Fixed multiple instances of the same working sound syncing up, causing "phasing" artefacts.Fixed a crash related to copy tool when cursor stack was cleared during setup blueprint event.Fixed a lag spike when finishing selection of entities in chart view far from the center of the map.Fixed that renaming a spidertron wouldn't include the player during the Lua event.Fixed integer mod settings would allow decimal values.Fixed an inserter activity progress being incorrect for certain orientations.Fixed a crash related to multiplayer latency and modded selection tools.When true the blue fluid connection arrows will not be drawn. Storage tanks can now show fluid connection info.Updated the -audio-driver command line option description for Windows, and added the option for Linux and Mac.Added support for SRV records on Linux and MacOS.Fixed incorrect fluid arrows on chemical plants, pumpjacks and oil refineries ( more).Fixed LuaControl::enable/disable_flashlight when LuaPlayer points at a player with CharacterController.I tried three already and in all cases i just load up the save, let game run and in couple mins (on third i swapped game speed to higher, so it was really quick) it crashes on same error. Im using latest experimental version: 0.18.32 To Reproduce Was working fine for couple hours, in last twenty minutes I added 10+ trains, which might have messed up something in processing. Let me know if I missed some required info / if I can help out somehow in solving it.įor while the mod wasnt working and was whining that standard "Cannot open LTN Manager yet Either translations are not yet finished or LTN hasn't send any data" which got fixed in some of its updates / by running refresh command. Im not sure why it it crashed there tho :/. If train.state = ain_state.wait_station and train.station ~= nil and ltn_stop_entity_names thenĮlseif event.old_state = ain_state.wait_station and global.StoppedTrains then - update to 0.16 log("(OnTrainStateChanged) Train name: ".tostring(Get_Train_Name(ain)).", train.id:".tostring()." stop: ".tostring( and _name).", state: ".tostring(event.old_state)." > ".tostring()) **188** function OnTrainStateChanged(event)






Factorio latest version no railroad