Search found 122 matches

by m44v
Mon Aug 22, 2016 1:41 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 200440

Re: Solar panels less of a no-brainer

What's the difference there? Oil vs. coal. You are trading on resource hunt for another. Oil is more useful than coal, so hunting it is more valuable, but it's also in more demand meaning you might be hunting for it more often. It may be a "no-brainer', but it's not free. Not comparable, the o...
by m44v
Wed Aug 17, 2016 1:21 am
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 85472

Re: Friday facts #151 - The plans for 0.14

Any word in adding a few more resources besides whatever is used for nuclear fuel? such as sand and aluminium as discussed here?
by m44v
Thu Aug 11, 2016 10:03 pm
Forum: Implemented Suggestions
Topic: Remove individual wires
Replies: 8
Views: 47693

Re: Remove individual wires

Today I learned...
by m44v
Wed Aug 03, 2016 10:08 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.13.13] Watch your Step still not working
Replies: 4
Views: 3243

Re: [0.13.13] Watch your Step still not working

At this point I'm wondering if this achievement is worth all the trouble...

edit: for clarity, I mean if is worth the developer’s time.
by m44v
Sat Jul 30, 2016 4:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.12]OPENSSL_load_builtin_modules called. Aborting
Replies: 8
Views: 4799

Re: [0.13.12]OPENSSL_load_builtin_modules called. Aborting

Berserker55 wrote:Since updating to 13.12 my server doesn't start anymore:
./run_factorio.sh
Headless-mode bug: OPENSSL_load_builtin_modules called. Aborting
Aborted (core dumped)

That is the entire logfile.

System is Ubuntu 16.04.1 LTS 64Bit
Interesting, I'm on Ubuntu 15.10 but the game works.
by m44v
Sat Jul 30, 2016 12:49 pm
Forum: Releases
Topic: Version 0.13.12
Replies: 43
Views: 26431

Re: Version 0.13.12

headless bug on ubuntu 16.04.1 LTS as well. it's starting to look like all linux systems are affected? - in which case this is the second unplayable linux version within a short time (0.13.12 and 0.13.10) - maybe some more linux tests are in order? Works fine in Ubuntu. Seems to be an issue with th...
by m44v
Mon Jul 25, 2016 9:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.10] MacBookPro: CPU is much hotter than with 0.12
Replies: 25
Views: 6110

Re: [0.13.10] MacBookPro: CPU is much hotter than with 0.12

Rseding91 wrote:sleep() in the main loop is inaccurate and doesn't work to keep a constant 60 UPS. It was changed to busy-wait so we can maintain accurate times. That's by design.

You'll need to plug in the laptop :)
It doesn't seem like a good trade off though?
by m44v
Sun Jul 24, 2016 2:53 am
Forum: Resolved Problems and Bugs
Topic: [0.13.10] - Some controls are not cross-compatible
Replies: 12
Views: 7281

Re: [0.13.10] - Some controls are not cross-compatible

The problem is not the keys assigned, but rather the definition of the keys assigned by the system. What I did was just add another issue of trying to have the same key configuration across OSes, the definitions are different and the assignments also can be different. Mapping Enter to Return and vi...
by m44v
Sat Jul 23, 2016 8:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.10] - Some controls are not cross-compatible
Replies: 12
Views: 7281

Re: [0.13.10] - Some controls are not cross-compatible

The controls shouldn't be cross-compatible, you can't assume that keys that are available in one OS will be in the rest. For example, the ALT key in the majority of Linuxes is used for drag an application's window, in Ubuntu ALT brings its HUD up, so you have to bind it to something else. Factorio s...
by m44v
Sat Jul 23, 2016 1:04 am
Forum: Resolved Problems and Bugs
Topic: [0.13.10/Linux] Crash when crafting
Replies: 32
Views: 16553

Re: [0.13.10] Headless server crash when crafting

I'm getting this crash in single player, seems Linux specific? 0.000 2016-07-22 21:44:44; Factorio 0.13.10 (build 23530, linux64, alpha) 0.066 Operating system: Linux (Ubuntu 15.10) 0.066 Program arguments: "./factorio" 0.066 Read data path: /home/m4v/GOG Games/Factorio Beta/game/data 0.06...
by m44v
Fri Jul 22, 2016 10:51 pm
Forum: Modding interface requests
Topic: Entity activity, electricity, and production
Replies: 2
Views: 1166

Re: Entity activity, electricity, and production

bumping 'cause I'm interested in having access to the electric network stats.
by m44v
Tue Jul 19, 2016 3:49 pm
Forum: Ideas and Suggestions
Topic: Enemies need improovements
Replies: 6
Views: 2263

Re: Enemies need improovements

Now I want winter in factorio.
by m44v
Mon Jul 18, 2016 5:28 pm
Forum: This Forum
Topic: Cannot use search at this time
Replies: 15
Views: 10304

Re: Cannot use search at this time

I'm getting this message way too often, more obnoxiously when I click to see the next page of results. There's a lot of useful information in this forum but searching for it is a PITA.
by m44v
Thu Jul 14, 2016 2:34 pm
Forum: Balancing
Topic: Heat Factor - A balacing idea to solar and accumulators
Replies: 28
Views: 8508

Re: Heat Factor - A balacing idea to solar and accumulators

Solar panels will be a bit cooler in the sun because they're turning solar energy into electricity. That electricity can go elsewhere to be eventually turned into heat (thanks thermodynamics!). No physical laws are being broken. The heat still eventually happens, just somewhere else. Even trees wil...
by m44v
Thu Jun 30, 2016 2:30 pm
Forum: Frequently Suggested / Link Collections
Topic: Cable Resistance / Non-lossless Power Transmission
Replies: 16
Views: 20339

Re: Cable Resistance / Non-looseless Power Transmission

I also condone this brilliant idea Is basically just the direct application of the Kirchhoff's laws, kind of the first thing you learn when dealing with circuits. I presume the devs did their homework and got familiar with those laws before discarding the method because is not scalable. Solving tha...
by m44v
Tue Jun 28, 2016 9:27 pm
Forum: Not a bug
Topic: [0.13.0] Spawners spawn far too close
Replies: 25
Views: 15019

Re: [0.13.0] Spawners spawn far too close

I think I'm misunderstanding migrating. For you, does "migrating" and "spawn a new base somewhere near another base" mean exactly the same thing? I don't actually know how it used to work. I'm fairly new (I don't even have triple digit hours into the game yet!) and currently my ...
by m44v
Sun May 29, 2016 1:33 am
Forum: Ideas and Suggestions
Topic: Simple AI for enemies.
Replies: 3
Views: 2111

Re: Simple AI for enemies.

They could check for example number of turrets or combat robots of player's equipment in area vs their own strength. That would give possibility to get (limited and temporary) peace by building very strong defenses and get rid of annoying practically false alarms of weak attacks. Perhaps the pathfi...
by m44v
Sat May 28, 2016 3:28 am
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 63015

Re: Friday Facts #140 - Soon

sekanz wrote:Where did the caution textures come from that are shown in the example expansion base under the smart inserters/chests? Is this something new as well or is that a mod?
Seconded.

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