Search found 24 matches
- Sun Jun 04, 2017 7:02 pm
- Forum: Gameplay Help
- Topic: [Circuit Network] Speed and Debugging
- Replies: 3
- Views: 3195
Re: [Circuit Network] Speed and Debugging
Thanks you for your suggestion about the power switch. I installed the Pushbutton mod that lets me turn on the power to the circuits for a single tick at a time. However a single tick of power allows circuits to run for 3 ticks. Maybe if i fiddle around with the power supply I can make a single tick...
- Sun Jun 04, 2017 4:31 pm
- Forum: Gameplay Help
- Topic: [Circuit Network] Speed and Debugging
- Replies: 3
- Views: 3195
[Circuit Network] Speed and Debugging
Hello, I'm currently trying to build a few blueprintable circuit items. One of these is a memory cell that can hold any signal (except two that are needed for logic). I made a working prototype that I now try to rebuild in a more compact way but it doesn't work as the other does. Since this design d...
- Wed May 24, 2017 10:44 pm
- Forum: Not a bug
- Topic: [Twinsen] [0.15.13] Buffer overflow in constant combinators
- Replies: 4
- Views: 2130
Re: [Twinsen] [0.15.13] Buffer overflow in constant combinators
10/10 would buy again.Twinsen wrote:It's not a bug, it's a feature!
- Wed May 24, 2017 3:18 am
- Forum: Not a bug
- Topic: [Twinsen] [0.15.13] Buffer overflow in constant combinators
- Replies: 4
- Views: 2130
Re: [0.15.13] Buffer overflow in constant combinators
Combinators have always been based on signed 32 bit ints afaik. This behavior has even been (ab)used in the past for some interesting effects. See: https://www.reddit.com/r/factorio/comments/5f7x13/is_there_a_risk_for_integer_overflow_in/ Funnily enough the two uses documented there are no longer n...
- Tue May 23, 2017 9:52 pm
- Forum: Not a bug
- Topic: [Twinsen] [0.15.13] Buffer overflow in constant combinators
- Replies: 4
- Views: 2130
[Twinsen] [0.15.13] Buffer overflow in constant combinators
If setting the value of a signal to > 2147483647 or < -2147483647 it creates a buffer overflow. If this is due to the limitations that where put in place because of 32 bit clients in multiplayer worlds it would still be helpful to at least limit the range of numbers entered into the field to prevent...
- Tue May 23, 2017 9:26 pm
- Forum: Gameplay Help
- Topic: [Circuit Network] Getting electric satisfaction data
- Replies: 8
- Views: 15086
Re: [Circuit Network] Getting electric satisfaction data
See my edited comments. You could adapt the idea to switch on "alternate networks". It would get tricky to seperate the various levels of power priority but the game does help you by letting you Shift click a pole and manually run copper wire. That doesn't really help me. It's a binary yo...
- Tue May 23, 2017 9:11 pm
- Forum: Gameplay Help
- Topic: [Circuit Network] Getting electric satisfaction data
- Replies: 8
- Views: 15086
Re: [Circuit Network] Getting electric satisfaction data
I typically keep such an overcapacity of power that I don't need to check satisfaction... I seem to remember a mechanism though its been quite a while. It would seem to me that you need a separate small power network and a speaker connected to a single accumulator on that network. You would need so...
- Tue May 23, 2017 8:12 pm
- Forum: Gameplay Help
- Topic: [Circuit Network] Getting electric satisfaction data
- Replies: 8
- Views: 15086
[Circuit Network] Getting electric satisfaction data
Is there a way to get data on the current electric satisfaction in the circuit network? Is there a vanilla way or a mod that can do it? I don't mean the amount of energy available (e.g. accumulator charge) or the binary info if there is enough power but the percentile the electric satisfaction bar s...
- Sat May 20, 2017 10:15 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.12] Crash when loading save after disabling mod on: "ElectricEnergySource::migrateDataTo"
- Replies: 1
- Views: 2216
[0.15.12] Crash when loading save after disabling mod on: "ElectricEnergySource::migrateDataTo"
After playing on my world with 5dim's battlefield mod I got tired of enemy biters exploding through my defenses so I wanted to disable it. When I disable 5dim's battlefield mod and try to load the last 2 save files both times the came crashes. After re-enabling the mod it loads fine again. 0.004 201...
- Thu Apr 27, 2017 2:09 pm
- Forum: Pending
- Topic: Game crashes at 89% loading
- Replies: 3
- Views: 1678
Re: Game crashes at 89% loading
Anyone?
- Wed Apr 26, 2017 5:23 pm
- Forum: Pending
- Topic: Game crashes at 89% loading
- Replies: 3
- Views: 1678
Game crashes at 89% loading
Yesterday I tried to play Factorio again after a long time and installed it [0.14.x] and it worked once but after changing the graphics settings and restart it crashed at 89% as in it just stopped doing anything even when waiting a few minutes. Updated to the experimental branch and had the same (st...
- Wed Jan 11, 2017 9:34 pm
- Forum: Technical Help
- Topic: Factorio mods
- Replies: 3
- Views: 1877
Re: Factorio mods
Thank you.
- Wed Jan 11, 2017 8:58 pm
- Forum: Technical Help
- Topic: Factorio mods
- Replies: 3
- Views: 1877
Re: Factorio mods
Thank you to whomever restored my account but I still cannot log into the Factorio website (only the forum).
- Wed Jan 11, 2017 8:39 pm
- Forum: Technical Help
- Topic: Factorio mods
- Replies: 3
- Views: 1877
Factorio mods
Hello, I have no longer access to my original Factorio account (blakkcooper) and therefore cannot download any mods. I do however have Factorio in my Steam library. How can I download mods and why do I have to log into the Factorio website with an account that is marked as owner of the game to downl...
- Mon Mar 07, 2016 5:33 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 128753
Re: [MOD 0.12.24] HardCrafting 0.2.7
Your recipes are broken!
Iron Slag -> Crushed Iron + Gravel
Crushed Iron -> Iron Slag + Iron Plate
Result: infinite Iron Plates (and Gravel)
Iron Slag -> Crushed Iron + Gravel
Crushed Iron -> Iron Slag + Iron Plate
Result: infinite Iron Plates (and Gravel)
- Mon Nov 30, 2015 7:18 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Electric boiler
- Replies: 23
- Views: 49881
Re: [MOD 0.12.x] Electric boiler
The electric boilers prevent accumulator charging. Even if there is excess power, as long as there is an electric boiler in the system (even if it doesn't do anything) not a single accumulator will charge. This sucks balls. You need to separate the power grids logically with some mod so that one gri...
- Sat Nov 28, 2015 10:26 am
- Forum: Mods
- Topic: [MOD 0.12.x] Circuit GUI 0.1.0
- Replies: 19
- Views: 30568
Re: [MOD 0.12.x] Circuit GUI 0.1.0
http://i.imgur.com/ROUODqI.png Update broke a few things. Already replaced all instances of game.on_* with script.on_* which let me create a new world but when loading the save I get pic related. The line in question is game.player.print(tostring(result1)) and I have no idea how to fix that since s...
- Wed Sep 09, 2015 1:42 pm
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 160942
Re: Bugs and problems
Me again. Updated the mod and all errors are gone except for one: Electric Locomotive still not getting power All of a sudden this one train ran out of power and jammed a portion of my train network. Installed Mods: 5dim_automatization_0.1.0 5dim_core_0.1.0 5dim_decoration_0.0.6 5dim_energy_0.1.0 5d...
- Sat Sep 05, 2015 2:11 pm
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 101300
Re: Factorio Mod Manager 0.2.0
Nopenarrowtux wrote:Maybe try running with cmd:
Code: Select all
java -jar FactorioModManger-0.2.0.jar
- Sat Sep 05, 2015 1:50 pm
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 101300
Re: Factorio Mod Manager 0.2.0
Very same thing here too except I got Java 8 Update 45.Gandalf___ wrote:I'm having an issue. I have java 8 u 60, and I'm on windows 7. However, whenever I try to run the .jar file, it shows a small, white box for a second and then closes