Search found 119 matches
- Sat Sep 10, 2016 12:30 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.5 (and .4)] [Rseding91] Segfault on game load (vehicle grids)
- Replies: 3
- Views: 2173
[0.14.5 (and .4)] [Rseding91] Segfault on game load (vehicle grids)
When loading a savegame, with a bunch of mods, (and Electric Vehicles disabled) I get a segfault. I was going to post the mod list, core dump, save file, etc. etc. -- but this stack trace (and some nicely self-documenting code) makes it pretty clear #0 TargeterBase::operator=(Targetable*) () at /tmp...
- Wed Sep 07, 2016 9:45 pm
- Forum: Implemented Suggestions
- Topic: Rotating belt.
- Replies: 13
- Views: 5573
Re: Rotating belt.
I mean -- the game-state is incremented by the CPU, so stopping animations would technically cut down on load... but it's entirely negligible. Sorry, such "Factorio coding" is only a good idea for very simple things. In my opinion we need some kind of "workshop" in the game to fa...
- Wed Sep 07, 2016 9:32 pm
- Forum: Mods
- Topic: [MOD 0.12.33+] Sane Concrete
- Replies: 11
- Views: 6354
Re: [MOD 0.12.33+] Sane Concrete
So, just as a bit of context, the original recipe already makes sense. The iron ore isn't there for rebar -- it's there because that's a valid way to make cement. For example, [pulled from wikipedia], Siliceous (ASTM C618 Class F) Fly Ash-based cement is 11% Iron Oxide -- so having the recipe includ...
- Sun Sep 04, 2016 11:40 pm
- Forum: Implemented Suggestions
- Topic: Rotating belt.
- Replies: 13
- Views: 5573
Re: Rotating belt.
It appears that your actual proposal is "splitters should search down their outputs to attempt to find loops, and if one is found, that input should be given priority." See, what you have looks like a loop made of belts, but it's not -- the splitter fundamentally changes it. In the basic c...
- Fri Aug 19, 2016 4:18 pm
- Forum: Gameplay Help
- Topic: Accumulator animation
- Replies: 3
- Views: 2062
Re: Accumulator animation
Just checking -- is your accumulator loading and charging itself choppy or smooth? Try an experiment where you have, say, a solar panel, accumulator, and light on a separate network (one unconnected power pole). It should smoothly charge during the day and smoothly discharge at night. The only times...
- Mon Aug 15, 2016 2:06 pm
- Forum: Gameplay Help
- Topic: How do I get Golem achievement?
- Replies: 17
- Views: 35852
Re: How do I get Golem achievement?
i tried it in lots of different ways, but it seems to stay at 100, either I die by the tank/train or it doesn't do more than 100 dmg. I removed my armor, tried standing on the track with my car/tank,.. You'll need to use modular armor (or better), with at least five mk1 or two mk2 shields -- more m...
- Mon Aug 15, 2016 6:06 am
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 92254
Re: Circuit network features for 0.14
Perhaps your buffered assembler would work nicely as an upgraded (possibly a 4x4, depending on how nice it is?) variant on the regular assembler. It's a somewhat unusual item, and has additional complexity to using, in comparison to the regular one. Such things would, however, potentially also fix a...
- Mon Aug 15, 2016 5:49 am
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 213953
Re: Electric energy
Nuclear waste simply can not be put back into the cycle. You already used up whatever useful material was in the fuel rods, so spent rods mostly contain nuclear material that has radioactivity so low it can't be used as nuclear fuel, which also means it'll have insanely long half-life -thousands of...
- Mon Aug 15, 2016 5:26 am
- Forum: Technical Help
- Topic: Rented Server Auto-save
- Replies: 5
- Views: 1502
Re: Rented Server Auto-save
Just checking, are you sure it's the server doing the auto-save, and not the clients? This might be outdated and not relevant any more (as of 0.13), but at least it used to be that clients had an independent autosave setting for their local save. That meant that all clients also needed to have their...
- Mon Aug 08, 2016 10:44 pm
- Forum: Mods
- Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
- Replies: 120
- Views: 50066
Re: [MOD 0.13] HandyHands - AutoHandcrafting - v1.1.0 hotconfig
With only two hotkeys -- harder. It would be easier with four, for 'coarse' and 'fine' (i/k and shift-i/k, for example). You could use a discretized logarithm pattern -- human-friendly multiples of things. For example, rather than powers of two, you can split it again to get powers of sqrt(2), but r...
- Mon Aug 08, 2016 8:59 pm
- Forum: Mods
- Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
- Replies: 120
- Views: 50066
Re: [MOD 0.13] HandyHands - AutoHandcrafting - v1.1.0 hotconfig
Could you order by percentage of order filled, rather than by stack size? Possibly reverting to stacks if the request is more than one? So, score = (number_available)/min(number_requested, stack_size), lowest score wins. Also, it looks like popular demand is for a second set of adjusted hotkeys for ...
- Mon Aug 08, 2016 4:00 am
- Forum: Mods
- Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
- Replies: 120
- Views: 50066
Re: [MOD 0.13] HandyHands - AutoHandcrafting - v1.1.0 hotconfig
I originally posted this on the mod portal, but it is a sub-par discussion space at the moment (lack of notifications), so I'm reposting it here -- Comment before 1.1.0 I tried this mod out, and overall really liked it. However, I found that in most cases it would make every item used take an extra ...
- Sun Aug 07, 2016 10:20 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 100251
Re: Fight
I think also that Factorio without enemies is boring and I do not like suggestions that play peaceful if I do not want harder enemies. But I think that fighting should not have too significant role and eventually I want to automatize it (like everything). I think that current difficulty and work le...
- Sun Aug 07, 2016 9:09 pm
- Forum: Gameplay Help
- Topic: Train Network Help "No Path"
- Replies: 5
- Views: 19570
Re: Train Network Help "No Path"
If your drawing is correct, your signals are on the wrong side. If your train is going "up", the signals for it need to be on the right side, as does the station. As posted further up, if you want to go back down the same track, you will need a signal on the left as well. Note: an [automat...
- Fri Aug 05, 2016 2:54 pm
- Forum: Technical Help
- Topic: Mods Mismatched but same version?
- Replies: 3
- Views: 1995
Re: Mods Mismatched but same version?
[Sorry, I don't speak German] I agree with the zip file suggestion. This problem can especially happen between mac/linux/windows. On some computers (Linux, Mac), lines end with a Line Feed (0x0A). On others (Windows), lines end with a Carriage Return followed by Line Feed (0x0D 0x0A). They mostly me...
- Fri Aug 05, 2016 12:36 am
- Forum: Ideas and Suggestions
- Topic: Give mods an option to not disable achievements
- Replies: 11
- Views: 5850
Re: Give mods an option to not disable achievements
It's possible to use cryptography to verify that a mod hasn't been tampered with. Whether the developers want to implement this is another matter... Pretty sure that goes against most everything that the game devs appear to stand for in terms of the game being open. Strictly speaking, I'm pretty su...
- Fri Aug 05, 2016 12:12 am
- Forum: Implemented Suggestions
- Topic: "Upgrade" yellow belts to yellow-splitters
- Replies: 8
- Views: 3288
Re: "Upgrade" yellow belts to yellow-splitters
I tested it just now with a small mod that put the splitter into the transport-belt fast replaceable group, but the splitter stayed red when trying to build it over a transport belt. If I had to guess, perhaps it's because they weren't in the same place? (given that they're different sizes, it may ...
- Thu Aug 04, 2016 5:14 am
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 34132
Re: Remove or Miniaturize Circuit Networks
My thoughts on the matter -- 1. IMO, while space is technically unlimited, there is an opportunity cost to it. One has to clear the space, it takes time to walk by it, and if you want to build in the middle of something else, you need to move stuff. Given that I don't see a compelling need to keep t...
- Wed Aug 03, 2016 9:57 pm
- Forum: Gameplay Help
- Topic: Robot prioritisation of requests for same resource
- Replies: 7
- Views: 2042
Re: Robot prioritisation of requests for same resource
I believe that the canonical (if somewhat more expensive in terms of flat resources) solution is by programming the inserters. You use the requester chest as normal, but let it fill up to your specified level. Then, you configure the inserter going from chest to <use> to be on the logistic network, ...
- Wed Aug 03, 2016 9:50 pm
- Forum: Gameplay Help
- Topic: Construction bots idleing
- Replies: 5
- Views: 2463
Re: Construction bots idleing
Your personal roboports launch bots that only interact with your inventory. Your static roboports launch bots that only interact with the logistics inventory. They do not mix. It sounds like the problem is that you're deconstructing things, which queues the bots to come deconstruct them. However, no...