Search found 14 matches

by AccidentalChef
Tue Feb 26, 2019 6:47 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.0] Game freezes at 'Loading sprites ... 94%'
Replies: 9
Views: 3370

Re: [posila] [0.17.0] Game freezes at 'Loading sprites ... 94%'

That worked. Here's the log file, in case that helps anything.
factorio-previous.log
(7.26 KiB) Downloaded 153 times
I haven't started a game yet, but I did at least get to the main menu.
by AccidentalChef
Tue Feb 26, 2019 6:35 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.0] Game freezes at 'Loading sprites ... 94%'
Replies: 9
Views: 3370

Re: [posila] [0.17.0] Game freezes at 'Loading sprites ... 94%'

Launching with those options loaded to about 94% and then all of my monitors went black for a couple minutes. Factorio (and Chrome) ended up with solid white windows and were completely unresponsive after that. Here's the latest log file.
factorio-current.log
(4.27 KiB) Downloaded 170 times
by AccidentalChef
Tue Feb 26, 2019 6:20 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.0] Game freezes at 'Loading sprites ... 94%'
Replies: 9
Views: 3370

[posila] [0.17.0] Game freezes at 'Loading sprites ... 94%'

I just updated through steam, and have tried launching the game twice. Both times it has frozen at 94%. It becomes completely unresponsive and I have to kill it using the task manager. I gave it over 15 minutes both times.
factorio-current.log
(3.64 KiB) Downloaded 170 times
factorio-previous.log
(3.68 KiB) Downloaded 156 times
by AccidentalChef
Thu Dec 22, 2016 8:28 pm
Forum: Ideas and Suggestions
Topic: Numbers precision (in production window) / Display 3 significant/relevant numbers / Full precision when hover numbers
Replies: 41
Views: 8470

Numbers precision (in production window) / Display 3 significant/relevant numbers / Full precision when hover numbers

Production and consumption numbers in the production window should have a similar level of precision regardless of size. Looking at the window in my current game, I'm currently producing 676.1 advanced circuits per minute, and 1.0k solid fuel per minute. that's a huge difference in precision for num...
by AccidentalChef
Fri Jun 24, 2016 10:39 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 118
Views: 102273

Re: Combinator Contraptions

Are there any designs for arrays in Factorio? i.e. I have a memory cell with: - 3 transport belt - 44 fast transport belt - 89 express transport belt If I have 1 blue, I get 3 green If I have 2 blue, I get 44 green If I have 3 blue, I get 89 green Also perhaps the ability to set based off a num as ...
by AccidentalChef
Fri Jun 24, 2016 9:29 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 195411

Re: Smart, dynamic train deliveries with combinator Magick

I would like to add multi-station support for the depot circuit and I could use some suggestions on how to do it. I have a few ideas but maybe I've missed something obvious. Assume that the signal for the train (destination) is in a register, and that we have to trigger an action when the train lea...
by AccidentalChef
Fri Jun 24, 2016 8:08 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 195411

Re: Smart, dynamic train deliveries with combinator Magick

...Explanation... Thanks, that was really well explained. Maybe the decentralization is the better way to do it. My current system works the same and although I send demand and supply numbers, the processor makes decisions on a train to train basis and anything above 1 is neglected anyway. Anyway, ...
by AccidentalChef
Fri Jun 24, 2016 3:27 am
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 195411

Re: Smart, dynamic train deliveries with combinator Magick

I'm answering on behalf of him: as he has described it, he matches one pair of requester/provider per resource type and stores those. So the memory could have one valid coal/coal pair, one valid iron/iron pair etc. The trains are then send to the appropriate routes and the pairs are removed from th...
by AccidentalChef
Thu Jun 23, 2016 8:39 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 195411

Re: Smart, dynamic train deliveries with combinator Magick

Since you're storing requester/provider as `amt of type`, what happens if more than one provider/requester have/want the same type of item? Do you simply ignore them until the first gets used and you poll them again? I'm not storing amount of type, I'm storing which station either requests or can p...
by AccidentalChef
Thu Jun 23, 2016 5:33 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 195411

Re: Smart, dynamic train deliveries with combinator Magick

I think that's still less of a problem with my system because of the order I poll the stations, but you've convinced me to implement it anyway. I'll probably increment a counter when a train is queued up for the requester station and decrement it when a train departs the requester. That will let me...
by AccidentalChef
Mon Jun 20, 2016 1:26 am
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 195411

Re: Smart, dynamic train deliveries with combinator Magick

AccidentalChef, your design sounds great. I'd like to try it when you've got a working version, please make a demo map. Couple of thoughts: I think the key to having a high train throughput (you want more than 1 train/second, which is a lot) is having multiple depot lines; polling the stations in a...
by AccidentalChef
Sat Jun 18, 2016 6:18 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 195411

Re: Smart, dynamic train deliveries with combinator Magick

I've been working on a similar train system for a while now, inspired by your original post in this thread. I'm not quite done but am close enough that it's starting to seem like it's worth discussing. I'd been trying to figure it out for a few days before you posted this, but hadn't thought of poll...
by AccidentalChef
Sun May 08, 2016 4:21 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Non-throughput-limited 8+ belt balancers?
Replies: 65
Views: 77139

Re: Non-throughput-limited 8+ belt balancers?

I played around with the 8 belt balancer and came up with an idea that appears to work. It does take up quite a bit more space than my usual balancer, but perhaps someone better with layouts can come up with a way to compact it. http://i.imgur.com/3DvCy1j.png I think the last row of splitters are pr...
by AccidentalChef
Sun May 08, 2016 2:32 am
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 80056

Re: Friday Facts #137 - The release scarecrow

I agree with ihcn. Losing the stack bonus from the existing inserters isn't a problem as long as rapid inserters have all the features that smart inserters currently do, and long handed rapid inserters are available. I also think a name that implies the inserter moves a larger volume is better than ...

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