Search found 28 matches
- Tue Jan 09, 2018 7:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.15] Modded Items Not Removed From Rockets In-Flight
- Replies: 4
- Views: 3393
Re: [0.16.15] Modded Items Not Removed From Rockets In-Flight
The following change to \data\core\lualib\silo-script.lua seems sufficient to fix the bug: *** 137,143 **** local force = rocket.force local any_tracked = false for k, tracked_item in pairs (global.silo_script.tracked_items) do ! if rocket.get_item_count(tracked_item) > 0 then any_tracked = true bre...
- Tue Jan 09, 2018 7:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.15] Modded Items Not Removed From Rockets In-Flight
- Replies: 4
- Views: 3393
Re: [0.16.15] Modded Items Not Removed From Rockets In-Flight
Neither the save nor the mod are publicly available for various reasons as the save is Xterminator's Sending Supporters to Space series save and the mod contains thousands of people's real names.
If the devs really need the mod and/or save for some reason, they can DM me or Xterminator for them.
If the devs really need the mod and/or save for some reason, they can DM me or Xterminator for them.
- Tue Jan 09, 2018 7:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.15] Modded Items Not Removed From Rockets In-Flight
- Replies: 4
- Views: 3393
[0.16.15] Modded Items Not Removed From Rockets In-Flight
It seems that once a mod is removed from a save that has modded rocket_launch_products that the rockets in-flight do not have their modded items removed and thus cause a crash. Quickly destroying the rockets in-flight via command before they can trigger the on_rocket_launched event prevents the cras...
- Fri Dec 29, 2017 10:34 pm
- Forum: Mod portal Discussion
- Topic: "Server error: Network Error"
- Replies: 21
- Views: 9207
Re: "Server error: Network Error"
Mod portal is down again for uploading/updating mods.
- Thu Dec 14, 2017 7:08 pm
- Forum: General discussion
- Topic: .16 Crafting Time Changes
- Replies: 6
- Views: 3559
Re: .16 Crafting Time Changes
Here's what I've found: Car craft time from 0.5 to 2 Cargo wagon craft time from 0.5 to 1 Explosives craft amount from 1 to 2 Express underground belt craft time from 0.5 to 2 Fast underground belt craft time from 0.5 to 2 Heat exchanger craft time from 0.5 to 3 Heat pipe craft time from 0.5 to 1 La...
- Fri Sep 22, 2017 7:24 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 60333
Re: Friday Facts #209 - Optimisation is a way of life
With regards to the logistic bots dillema, Factorio is primarily a game about automation of a factory, not about combat. Changing the game rules to allow logistic bots to avoid attack and damage seems like a reasonable trade-off in exchange for additional UPS. I always thought it was weird that bite...
- Mon Sep 04, 2017 6:53 pm
- Forum: Combinator Creations
- Topic: playable Pacman
- Replies: 11
- Views: 18713
Re: playable Pacman
What is this monitoring program? It looks really useful. I'm using the Windows Performance Analyzer. You can get it here: https://docs.microsoft.com/en-us/windows-hardware/test/wpt/windows-performance-analyzer I use this to take the traces: https://github.com/google/UIforETW/releases/download/v1.48...
- Wed Aug 30, 2017 2:53 pm
- Forum: Combinator Creations
- Topic: playable Pacman
- Replies: 11
- Views: 18713
Re: playable Pacman
Seems like all the UPS is spent in decider combinators. Most of it spent summing networks.
- Fri Jun 30, 2017 3:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.25] String Mod Setting with Long List Goes Off Screen
- Replies: 1
- Views: 2332
[Rseding91] [0.15.25] String Mod Setting with Long List Goes Off Screen
When I use a string-type mod setting that uses a long list of allowed_values (all items in the game), it goes off the bottom of the screen.
- Wed Jun 21, 2017 5:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [14.22] Missing progress bars w/ many module slots
- Replies: 5
- Views: 3942
Re: [Rseding91] [14.22] Missing progress bars w/ many module slots
That's essentially what it was for: simulating v0.15 infinite mining productivity for Colonelwill and Xterminator's v0.15 sim playthrough.Ranakastrasz wrote:Looks like the old, Infinite productivity thingy pre-infinite science.
https://www.youtube.com/watch?v=yvMV4me ... YXy5gqs6fN
- Fri May 05, 2017 6:20 pm
- Forum: Releases
- Topic: Version 0.15.8
- Replies: 58
- Views: 37114
Re: Version 0.15.8
A new bug has appeared. The game crashes when you enter a train.
Here's the crash log: https://pastebin.com/Gk3x6Nyr
Here's the crash log: https://pastebin.com/Gk3x6Nyr
- Thu Apr 13, 2017 4:57 am
- Forum: Resolved Problems and Bugs
- Topic: Inserter facing up/north slower than other directions
- Replies: 38
- Views: 41226
Re: Inserter facing up/north slower than other directions
Has this bug been looked at or fixed?
- Thu Mar 16, 2017 1:10 pm
- Forum: Modding help
- Topic: max_payload_size limited to stack size?
- Replies: 6
- Views: 2926
Re: max_payload_size limited to stack size?
I figured that computational cost would be the reason.
Thank you for confirming it.
Thank you for confirming it.
- Thu Mar 16, 2017 7:57 am
- Forum: Modding help
- Topic: max_payload_size limited to stack size?
- Replies: 6
- Views: 2926
Re: max_payload_size limited to stack size?
I feel like logistic robots should have an inventory_size definition in their entity like cargo wagons. I don't see why mods shouldn't be able to enable more stack carry capacity for logistic bots.
- Thu Mar 16, 2017 4:26 am
- Forum: Modding help
- Topic: max_payload_size limited to stack size?
- Replies: 6
- Views: 2926
Re: max_payload_size limited to stack size?
entities.lua has max_payload_size for entities that can carry payloads.impetus maximus wrote:where/how are you setting max_payload_size?
- Wed Mar 15, 2017 11:16 pm
- Forum: Modding help
- Topic: max_payload_size limited to stack size?
- Replies: 6
- Views: 2926
max_payload_size limited to stack size?
Setting the max_payload_size for a logistic-robot seems to be limited to the size of a single stack of whatever item it is gathering.
Is there a way to increase this limit to allow bots to hold item amounts similar to cargo-wagons?
Thanks.
Is there a way to increase this limit to allow bots to hold item amounts similar to cargo-wagons?
Thanks.
- Wed Mar 15, 2017 8:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [14.22] Game Crash When Setting Train Speed Via Command
- Replies: 1
- Views: 1305
[Kovarex] [14.22] Game Crash When Setting Train Speed Via Command
Run this command many times quickly to crash the game:
http://pastebin.com/qETDzSr0
It seems to crash the most when ran twice as a train leaves the station south for some reason.
http://pastebin.com/qETDzSr0
It seems to crash the most when ran twice as a train leaves the station south for some reason.
- Wed Mar 15, 2017 8:24 pm
- Forum: Technical Help
- Topic: Variable but crippling mulitplayer lag at 70+ hrs
- Replies: 12
- Views: 4809
Re: Variable but crippling mulitplayer lag at 70+ hrs
The computational requirements for MP are higher than that of SP: https://www.reddit.com/r/factorio/comments/5o0kxh/multiplayer_issues/dcgtayj/?context=1 Rseding91: Single player doesn't have the other player to simulate, the CRC checks each tick, or the latency state to calculate + the overhead of ...
- Tue Mar 07, 2017 2:44 am
- Forum: Modding help
- Topic: How to get and set item-request-proxy slots
- Replies: 1
- Views: 1516
How to get and set item-request-proxy slots
How do you get and set the items in the item request proxy entites?
- Fri Mar 03, 2017 8:35 am
- Forum: Modding help
- Topic: How to get "Expected resources" from a mining drill
- Replies: 3
- Views: 1859
Re: How to get "Expected resources" from a mining drill
Not directly, you will need to go over each tile in the drill area and add it up yourself. I feared that was the case; I couldn't find anything in the API when I perused it. Thank you for the confirmation. Do you know of a UPS-friendly way to do so? Or is it best to do the usual chunk-by-chunk surf...