Search found 27 matches

by fochristo
Tue Apr 09, 2019 2:44 pm
Forum: Show your Creations
Topic: How to kill trees...
Replies: 11
Views: 6541

Re: How to kill trees...

That's clever...

I Personnaly use a set of Blue chests requesting all my trashes (wood, guns, blueprints, fishes...) in a circle of the size of the artillery impact. And when it's full, BOUM. (Manual targetting on the spot.)
But that's not fully automatised since I have to fire manually sometimes.
by fochristo
Mon Mar 04, 2019 11:19 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.5] Crash when loading old save
Replies: 13
Views: 5141

Re: [0.17.5] Crash when loading old save

Same thing with 0.16 saves.
No mods.

That worked with 0.17.4

You can download map at www.omybot.com/factorio/map16.zip (104Mo)
Log and dump attached.
by fochristo
Wed Feb 27, 2019 9:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] [MacOS] Delays in control
Replies: 87
Views: 31155

Re: [0.17][Mac] Delays in control

I would suggest you start sending some private messages to the devs on these forums and contacting them on twitter. They need to prioritize this over anything else as this bug literally removes a whole chunk of their user base (probably 20%) from being able to play the game. It's an experimental ve...
by fochristo
Wed Feb 27, 2019 6:54 am
Forum: Resolved Problems and Bugs
Topic: [0.17.4] [MacOS] Delays in control
Replies: 87
Views: 31155

Re: [0.17][Mac] Delays in control

Sorryy but I didn't have a Mac. Maybe my post IS not directly related to this topic since you all seems to have a Mac.
by fochristo
Tue Feb 26, 2019 11:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.1] Crash when closing game from tutorial
Replies: 2
Views: 2337

[0.17.1] Crash when closing game from tutorial

I was in the tutorial for logistic when I saw that it was late, I closed Factorio (not in full screen, so i click on the cross at top right in the system menu) : crash.

444.978 Error FloatingGuiWindow.cpp:79: FloatingGuiWindow count expected to be 0 but was: 1. Most likely the class is leaking.
by fochristo
Tue Feb 26, 2019 10:43 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17] [FR] Unconfortable undo shortcut while running + filling
Replies: 9
Views: 5609

Re: [posila] [0.17] [FR] Unconfortable undo shortcut while running + filling

As Koub says, CTRL + Z is our natural shorcut for Cancel too.

Maybe the problem is CTRL for pickup (and not Z key) as CTRL is expected to be used with another key in "normal" ways
by fochristo
Tue Feb 26, 2019 10:06 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] [MacOS] Delays in control
Replies: 87
Views: 31155

Re: [0.17] Delays in control

I see somthing similar :
I had 35FPS / 60UPS and hilights like menus was kind of late... It was hilighted 200/300ms after the mouse was over (very unpleasant).
I disable / enable VSync, and now it seems to be OK for both issues. Even after Factorio restart.
by fochristo
Tue Feb 26, 2019 7:29 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)
Replies: 23
Views: 10426

Re: [0.17.0] Picking up items from ground doesn't work

I think it's like me :

viewtopic.php?f=7&t=65138

Did you check if F is affected to another action ?
by fochristo
Tue Feb 26, 2019 7:28 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.0] Bad Controls settings
Replies: 1
Views: 1449

[0.17.0] Bad Controls settings

You can have the same key affected twice (and one will not work) With the 0.17 key system and my AZERTY keyboard, I have Q affected to "Clear cursor" (was the key A in 0.16). But I didn't noticed that and I didn't understand why I couldn't move to the left after reaffecting QSDZ to the mov...
by fochristo
Wed Oct 10, 2018 9:20 am
Forum: Not a bug
Topic: Artillery wagon + inactivity schedule
Replies: 2
Views: 2457

Re: Artillery wagon + inactivity schedule

So the first thing to do is to set the condition to "0 seconds of inactivity" since it means that a full scan didn't find aliens. :geek:
by fochristo
Wed Jul 18, 2018 2:46 pm
Forum: Not a bug
Topic: multicore processor
Replies: 15
Views: 6575

Re: multicore processor

Is there a way to intentionnaly optimize cpu usage when building a base ?

By example: Is it better to use underground belt instead of belts when it's possible ?
by fochristo
Fri Jul 13, 2018 11:59 am
Forum: Gameplay Help
Topic: Stack inserter speed
Replies: 2
Views: 3837

Re: Stack inserter speed

I don't know the exact value. However, I know that you can compress a blue belt with 4 arms. But be carefull to desyncronize arms because if they reload all at the same time you will find holes on belt. So for one side of a blue belt, I use to place 1 arm in direct loading and 1 arm in side loading....
by fochristo
Sun Apr 15, 2018 2:55 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 420
Views: 275524

Re: Performance optimization - post your saves

Just a question : after all the belts optimisations, is it always better for cpu optimisation to use underground belts instead on lines of belts ?
by fochristo
Sat Mar 24, 2018 5:42 pm
Forum: Ideas and Suggestions
Topic: train out of fuel marker
Replies: 3
Views: 1666

Re: train out of fuel marker

+1
by fochristo
Mon Feb 19, 2018 9:05 pm
Forum: Releases
Topic: Version 0.16.25
Replies: 72
Views: 42069

Re: Version 0.16.25

<NO_NAME> wrote:This will render some of my carefully designed solutions obsolete but COMPRESSION!!!
Same for me, it's hours of brainfucking to optimize design for full compression which are now useless but I'm glad to hear that :D
by fochristo
Mon Feb 19, 2018 9:01 pm
Forum: Releases
Topic: Version 0.16.25
Replies: 72
Views: 42069

Re: Version 0.16.25

Compresssioooooooooon !!!
Love you guys
by fochristo
Fri Jan 26, 2018 1:34 pm
Forum: Pending
Topic: [0.16.16] Artillery Train bugged with their range.
Replies: 2
Views: 1532

Re: [0.16.16] Artillery Train bugged with their range.

1/ Artillery shoot only nests, not bitters. Did you mean nests ?

2/ There are 2 ranges, autofire (the shortest) and manual. Did you check the autofire range ?
by fochristo
Tue Jan 16, 2018 1:38 pm
Forum: Ideas and Suggestions
Topic: Forward Train Hinting
Replies: 3
Views: 2399

Re: Forward Train Hinting

I totally agree.

I always must check previous signal when I modify a rail to see where stop the previous train. This should be showed by default for both sides of the signal beeing placed :)

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