Search found 90 matches

by NiftyManiac
Wed Feb 22, 2017 9:45 pm
Forum: Duplicates
Topic: Steam and Factory crash on save/startup
Replies: 1
Views: 813

Steam and Factory crash on save/startup

This is an funny one. Factorio crashed after saving the game, and steam did as well. Restarted steam, launched factorio, both steam and factorio crashed. Next time it launched fine. This happened after running a lua command to destroy all neutral entities on the map. (Get all neutral entities with g...
by NiftyManiac
Wed Feb 22, 2017 7:24 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153097

Re: GreyGoo Mk I: A self-expanding factory

I've posted an updated v2 version, which fixes three bugs that caused it to stop and adds chain signals to help with train deadlock. Thanks DragonHeart. Also, I set this up to run 24/7 on a private server so we can really see the limits of this thing :). My hope was to be able to place down 4 robo p...
by NiftyManiac
Wed Feb 22, 2017 12:59 am
Forum: General discussion
Topic: Challenge: Build the fastest glider (and win something!)
Replies: 72
Views: 37152

Re: Challenge: Build the fastest glider (and win something!)

And hot water tanks like energy accumulator? They are full and hot by the start and empty in two days. Hmm... Interesting idea. I'd love to see it but I think running a glider off of a limited pre-heated water supply goes against the "indefinite travel" goal. I guess I opened myself up to...
by NiftyManiac
Tue Feb 21, 2017 11:36 pm
Forum: General discussion
Topic: Challenge: Build the fastest glider (and win something!)
Replies: 72
Views: 37152

Re: Challenge: Build the fastest glider (and win something!)

Rule update: based on a suggestion from a reddit user , you may use Logistic Train Network, Smart Trains, and/or Stringy Train Stops to make train-based gliders. Stringy Train Stops was just released and I have no idea how buggy it is; use at your own peril. I believe it depends on the Signal String...
by NiftyManiac
Tue Feb 21, 2017 11:12 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153097

Re: GreyGoo Mk I: A self-expanding factory

DragonHeart996 wrote:the reason it seems weird is that deconstruction orders time out and disappear after ~30 minutes
Hahaha, amazing. I'd have never found that, 30 minutes?!?

Nice job on the rockets; can't wait to see it in action.
by NiftyManiac
Tue Feb 21, 2017 10:03 pm
Forum: General discussion
Topic: Challenge: Build the fastest glider (and win something!)
Replies: 72
Views: 37152

Re: Challenge: Build the fastest glider (and win something!)

while i tried for the first time to use those mods myself, i succeeded ... in crashing both of them :-( errors like "error in pair (nil value)" or something similar. where do i report such bugs ? for one, the forum thread is rather old, and the other has none. If there's no thread, report...
by NiftyManiac
Tue Feb 21, 2017 6:26 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153097

Re: GreyGoo Mk I: A self-expanding factory

for quite some time in the beginning, i saw the main supply train go back and forth a dozen times (or more), waiting for two fast inserters to be made and delivered, and the program was paused all the time. without the improvements to iron and copper bus and to the green circuits assemblers, there ...
by NiftyManiac
Tue Feb 21, 2017 4:16 am
Forum: Mods
Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
Replies: 81
Views: 35874

Re: [MOD 0.14] Sticky notes - leave notes or signs on the map

the current version seems to have a nasty bug, which crashes not only the game but ultimately can destroy the savegame too (the last at least if you are running it on a server like we do) :!: Good thing that there's the autosave feature. Regarding the bug: I'm/was using the street sign version, whi...
by NiftyManiac
Tue Feb 21, 2017 3:04 am
Forum: General discussion
Topic: Challenge: Build the fastest glider (and win something!)
Replies: 72
Views: 37152

Re: Challenge: Build the fastest glider (and win something!)

DaveMcW wrote:Does FARL with 2 days of supplies count as a loophole? :P
Yes, that's precisely what that would be :).
by NiftyManiac
Tue Feb 21, 2017 2:44 am
Forum: General discussion
Topic: Challenge: Build the fastest glider (and win something!)
Replies: 72
Views: 37152

Challenge: Build the fastest glider (and win something!)

compressed_glider.gif Competition Closed. Final Standings and Blueprints Available Here ! A glider is a self-contained factory that moves itself across the map with no human input. The first such design (I believe) is shown above, and uses the Recursive Blueprints mod. Longer video of the same. The...
by NiftyManiac
Mon Feb 20, 2017 11:20 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153097

Re: GreyGoo Mk I: A self-expanding factory

DragonHeart996 wrote:AAAND as soon as i say that this happens! typical! XD
Ok, you were right :). No tree deconstruction trickery there, we just need the powerpoles moved a bit in the blueprint so one of them is always within the previous cell's construction area.
by NiftyManiac
Mon Feb 20, 2017 10:42 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153097

Re: GreyGoo Mk I: A self-expanding factory

i just got a jam. here's the save EDIT: apparently pressing the button next to the sleep time arithmetic combinator on the right fixes it EDIT: EDIT: it didn't fix it. it went one too far before the next corner. That's a curious one, it looks like the thread of execution just up and disappeared. No...
by NiftyManiac
Mon Feb 20, 2017 10:28 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153097

Re: GreyGoo Mk I: A self-expanding factory

but the ports are offset from center by two tiles to both the north and the east, so it only happens when going south or west. They're actually offset south and east, you can see this easily by the logistic network boundary sticking past the rails. This was made so the logistic networks always over...
by NiftyManiac
Mon Feb 20, 2017 10:07 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153097

Re: GreyGoo Mk I: A self-expanding factory

the smelters and assemblers could get some upgrades... - LTN only considers a delivery order to be finished when the train is back again at any depot... - you have 8 requester chests for every resource, resulting in 19200 storage in those chests, and you also have set this exact amount as the goal....
by NiftyManiac
Mon Feb 20, 2017 8:27 pm
Forum: News
Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
Replies: 43
Views: 23762

Re: Friday Facts #178 - Minimal mode and Mini-tutorials

I like that Grey goo thing, I'd want that in a mod, or some sort of blueprint in my library when that's available in 0.15. I kind of want to start a game with it and just leave it running to see how big it gets. On that note: would love to do that with a bob's mods setup. I doubt that would happen ...
by NiftyManiac
Mon Feb 20, 2017 8:04 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153097

Re: GreyGoo Mk I: A self-expanding factory

I've also just added stone to the wood dropoff requester chest after the scout got clogged with it Oh, I just realized! That confused me when I was building it... I just figured I left some stone lying around accidentally that it picked up. I completely forgot that deconstructed rocks will turn int...
by NiftyManiac
Mon Feb 20, 2017 12:00 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153097

Re: GreyGoo Mk I: A self-expanding factory

I thought they only do that at regular signals, and keep their old path on chain signals? Just checked, he's right. After a delay a train at a chain signal will take an alternate route if possible. It won't do that at a rail signal, since rail signals are binary; the train will always just wait unt...
by NiftyManiac
Sun Feb 19, 2017 11:37 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153097

Re: GreyGoo Mk I: A self-expanding factory

also added four chain signals to the cell blueprint to prevent gridlocks That's not going to help though, as far as I can tell. The train would already stop at one of two chain signals before the first merge it does. By adding that extra signal at the entrance, the train is just going to stop one c...
by NiftyManiac
Sun Feb 19, 2017 9:23 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 153097

Re: GreyGoo Mk I: A self-expanding factory

Could use the AAI mods to automate biter fighting too. I'm trying to avoid extra mods, especially ones with "intelligence" like the AAI ones. The challenge of this project is building something within the limitations imposed by the game. At the end of the day, I could write a mod that ide...
by NiftyManiac
Sun Feb 19, 2017 6:44 am
Forum: News
Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
Replies: 43
Views: 23762

Re: Friday Facts #178 - Minimal mode and Mini-tutorials

Thanks for the community spotlight! This game is a wonderful playground.

Any thoughts from the devs on potentially allowing automated construction/blueprinting in the base game in the distant future? :)

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