Search found 61 matches
- Thu Sep 07, 2017 1:40 am
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 125890
Re: The von Neumann Thread
05:25:51 - Not much base enhancement other than expanding copper a bit as green circuits were consuming more and replacing boiler MK2's with Mk3's. I checked the radar map and noticed pollution was getting quite close to biter masses so figured I'd clean them out. It took the better part of an hour ...
- Mon Sep 04, 2017 12:26 pm
- Forum: Questions, reviews and ratings
- Topic: base screenshot "map" mod?
- Replies: 2
- Views: 2366
Re: base screenshot "map" mod?
nice. thanks. not sure why it wasn't showing up for me.
- Sun Sep 03, 2017 1:10 pm
- Forum: Questions, reviews and ratings
- Topic: base screenshot "map" mod?
- Replies: 2
- Views: 2366
base screenshot "map" mod?
I remember back in .11 or .12 days someone had a long-running base and created a clickable zoomed out "map" of the base which you could click on a spot and it was zoom into that location, similar to google earth/google maps. I don't know if it was made manually or via some mod and was curi...
- Sun Sep 03, 2017 12:46 pm
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 125890
Re: The von Neumann Thread
00:34:00 - I managed to break in my biosuit boots quite well, getting the basics going of iron, copper, stone and now power, finally. Aside from the boiler configuration changing requiring a different layout than I was used to last time, not much has changed so far. I've started my basic research go...
- Sat Sep 02, 2017 12:48 pm
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 125890
Re: The von Neumann Thread
So I managed to stay alive once through this and my work wasn't exactly voluntary so I figured I'd give it a try one more time, this time on purpose. Well, kind of on purpose. The new colonists seem to be rather snobbish, anyway. So I haven't showered in over year and I still wear the power suit all...
- Sun May 14, 2017 2:24 pm
- Forum: Implemented Suggestions
- Topic: Have Splitters split each "lane" of a belt
- Replies: 12
- Views: 6577
Re: Have Splitters split each "lane" of a belt
Ah good find. I read all the FFF's but that one didn't stick out as the same issue for some reason.
- Sun May 14, 2017 12:08 pm
- Forum: Implemented Suggestions
- Topic: Have Splitters split each "lane" of a belt
- Replies: 12
- Views: 6577
Have Splitters split each "lane" of a belt
Have Splitters split each "lane" of a belt Have splitters split each "lane" of a belt more evenly when content is same on both lanes. "But splitters already split contents" you say? You're correct, but it has a quirk. If the input belt is fully loaded, it essentially t...
- Mon May 01, 2017 11:49 pm
- Forum: Releases
- Topic: Version 0.15.5
- Replies: 33
- Views: 29299
Re: Version 0.15.5
No update for steam users? I have it. Are you set up to get 0.15.x ? Also, Steam may be delaying your downloads, but you should be able to force check and install updates. Confirmed, I had to force mine to download, so fellow Steam users, be advised that may be the case if you don't see subsequent ...
- Tue Apr 25, 2017 1:04 pm
- Forum: Duplicates
- Topic: [0.15.1] Mod Sync UI text truncated on Left
- Replies: 1
- Views: 607
[0.15.1] Mod Sync UI text truncated on Left
Started up 0.15.1 Windows 10. I have a high DPI screen and screen scaling is enabled @ 225%, but turned it off just in case with the same issue. The Mod sync UI looks like below where half of the left-most character is cut off. Factorio UI scaling was set at 149%. https://i.imgur.com/wyLHxe7.jpg I c...
- Mon Apr 24, 2017 6:23 pm
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 125890
Re: The von Neumann Thread
Nice progression and detailed to boot. Interesting mods you're using as well. You asked for additional mods. You can try https://mods.factorio.com/mods/Afforess/Misanthrope for more evil biter behavior. Not sure if it's compatible with the other mods you have installed. I haven't used it, but was in...
- Sat Apr 15, 2017 12:47 pm
- Forum: News
- Topic: Friday Facts #186 - Marathon testing
- Replies: 112
- Views: 56246
Re: Friday Facts #186 - Marathon testing
Working in a job where i have to code myself, i can totally understand how bug-hunting can be a necessary but time-consuming affair. Many times I will think something will take x time and hunting that elusive bug, OS quirk, rare condition, etc makes it take x*10. It's seems to follow the Pareto-80/2...
- Sat Mar 18, 2017 11:04 pm
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 125890
Re: The von Neumann Thread
the map generation is slightly different with 14.22, i know that. I'm not quite sure when that changed. If you revert to maybe 14.00 or some variant of 13, generate the map, and then update to 14.22 at least the starting area should look the same. Or just take it as a slight variance in the landing ...
- Tue Mar 07, 2017 12:51 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 153506
Re: GreyGoo Mk I: A self-expanding factory
I wonder if you reached a max number of train stops that the game can handle
- Mon Nov 21, 2016 1:12 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Larger Inventory
- Replies: 49
- Views: 97687
Re: [MOD 0.12.x] Larger Inventory
Just an FYI, if people are wondering why this isn't applying, Bobs Config sets inventory as well to a default of 90 and seems to apply after this one. you can either rem out the line in the config lua in bob's or just use that and change it yourself if you're a Bob-a-holic.
- Sat Nov 19, 2016 1:40 pm
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 46035
Re: Friday Facts #165 - Death by a thousand cuts
For one of the configurable mod settings, may i suggest changing and/or ignoring supported factorio version? I typically play experimentals and manually edit the mods to be supportable for the next version. this allows those daring to keep using mods (and detect any flaws/changes the mod creator may...
- Tue Nov 15, 2016 8:11 pm
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 125890
Re: The von Neumann Thread
This is definitely a challenging map. i gave it a try myself before you restarted and i don't think it's a candidate for a speed run, let's just say that with the small starting area and oil supply limited/quite spread apart
- Sun Nov 13, 2016 1:15 pm
- Forum: Minor issues
- Topic: Crash on laptop resume
- Replies: 3
- Views: 6772
Re: Crash on laptop resume
This still persists (with a different laptop now as well) and I think i found the sequence of events that causes it. In Windows 7 x64 anyway (I don't have a Win 10 laptop at the moment), if you change number of monitors while the screen is locked (suspend automatically locks with computer), it creat...
- Sat Oct 29, 2016 5:23 pm
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 125890
Re: The von Neumann Thread
Hmm, wonder if the biters got him
- Fri Oct 14, 2016 6:54 pm
- Forum: Implemented Suggestions
- Topic: Small research queue
- Replies: 7
- Views: 3193
Re: Small research queue
for now, there's a mod already:
viewtopic.php?f=92&t=17219&start=120&hi ... arch+queue
https://mods.factorio.com/mods/Doomquill/research-queue
viewtopic.php?f=92&t=17219&start=120&hi ... arch+queue
https://mods.factorio.com/mods/Doomquill/research-queue
- Mon Sep 19, 2016 12:58 am
- Forum: Combinator Creations
- Topic: Simple hysteresis with two combinators
- Replies: 12
- Views: 31141
Re: Simple hysteresis with two combinators
might be, I really haven't delved into logic networks much and this was the first post I hit when I had a need.