Search found 120 matches

by Merssedes
Sun Sep 23, 2018 11:36 pm
Forum: Not a bug
Topic: [0.16.51] Uranium processing + productivity modules = lost items
Replies: 8
Views: 4180

Re: [0.16.51] Uranium processing + productivity modules = lost items

I'm about single U-235: it's really just chance based. AM states that it produced 600 items, chest contenst only 598 total (nothing being taken from there). About more consistent results: in vanilla there is one more occurance of changing outputs on-the-fly: mining drill placed on top of multiple re...
by Merssedes
Sun Sep 23, 2018 10:33 pm
Forum: Not a bug
Topic: [0.16.51] Uranium processing + productivity modules = lost items
Replies: 8
Views: 4180

[0.16.51] Uranium processing + productivity modules = lost items

Discovered following today: After 500 production cycles with 2 x PR3 modules i got only 598 items out of 600. I suspect that game incorrectry processes situation when items, produced by AM and by modules in AM are different. For example, AM procuced U-238 and module produces U-235 and one of them ge...
by Merssedes
Fri Sep 21, 2018 9:24 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 41195

Re: Friday Facts #261 - Performance + New player interaction

Klonan wrote: ↑
Fri Sep 21, 2018 7:59 pm
Merssedes wrote: ↑
Fri Sep 21, 2018 7:45 pm
For me forum width is about 60% of the page now...
You can change to wide theme here:
ucp.php?i=ucp_prefs&mode=personal

It will then be as wide as the window
Thanx :)
by Merssedes
Fri Sep 21, 2018 7:45 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 41195

Re: Friday Facts #261 - Performance + New player interaction

For me forum width is about 60% of the page now...
by Merssedes
Sun Aug 05, 2018 10:52 am
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 83823

Re: Friday Facts #254 - No research queue for you

For all who ask to make queue as option: how do you see managing researches in multiplayer for people with different settings?
PS. Personally, i'd like to have queue too.
by Merssedes
Fri Jul 27, 2018 3:06 pm
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 32672

Re: Friday Facts #253 - Fans & Fun

Is new laser turret shoots are continuous in time now instead of autonavigated fast moving king-of-bullets?
by Merssedes
Sat Jun 23, 2018 7:48 am
Forum: Releases
Topic: Version 0.16.50
Replies: 22
Views: 25135

Re: Version 0.16.50

Liono2010 wrote:I am not sure what does this mean.
Your assumption "You are looking at everything in the form of binary" is wrong :)
by Merssedes
Thu Jun 21, 2018 5:31 am
Forum: Releases
Topic: Version 0.16.50
Replies: 22
Views: 25135

Re: Version 0.16.50

Liono2010 wrote:
Merssedes wrote:(2-2).(2^(2^2)).((2+2*2*2)^2)/2
:)
WOW! That was really a nice calculation. You are looking at everything in the form of binary(2). Are you from Matrix? :D
Wrong assumption leads to wrong answer :)
by Merssedes
Mon Jun 18, 2018 6:46 pm
Forum: Releases
Topic: Version 0.16.51
Replies: 121
Views: 96824

Re: Version 0.16.51

Ahhh okay cool. Cool, so if I just make sure that it only fetches a new version if the minor version is greater, then it should be happy :) I think better option is to check both expermental and stable versions in potential case of new version becoming stable "too fast" for script detecti...
by Merssedes
Mon Jun 11, 2018 4:14 pm
Forum: Releases
Topic: Version 0.16.50
Replies: 22
Views: 25135

Re: Version 0.16.50

(2-2).(2^(2^2)).((2+2*2*2)^2)/2
:)
by Merssedes
Fri Jun 08, 2018 5:16 pm
Forum: Releases
Topic: Version 0.16.49
Replies: 15
Views: 15292

Re: Version 0.16.49

Is automatic update fixed for .47->.48 switch?
by Merssedes
Fri Jun 08, 2018 6:08 am
Forum: Releases
Topic: Version 0.16.48
Replies: 16
Views: 14001

Re: Version 0.16.48

:cry: I cant update to 16.48. i am not using the steam version. It will start the update then says there was a problem then delete my factorio.exe file and i have to redownload factorio. The redownload cant update either it does the same thing that happened before. Any help would be great thanks. C...
by Merssedes
Wed Jun 06, 2018 6:04 am
Forum: Releases
Topic: Version 0.16.47
Replies: 69
Views: 34268

Re: Version 0.16.47

Well, the regulation say that if the data can identify you in any way then it is personal information and should not be collected without: 1. good reason for the service provided (witch this is not since username is not needed for debugging) and 2. without the users concent. has to be fully optiona...
by Merssedes
Sun Mar 25, 2018 4:15 pm
Forum: Releases
Topic: Version 0.16.35
Replies: 11
Views: 14710

Re: Version 0.16.35

List of some major game changes: * about water: entities was not able to place on water itself, just water graphics were overlayed on land tiles; now it reversed: tiles overlayed over water, so all entities stay the same place (even water pumps and they will still work), but now it's possible to wal...
by Merssedes
Wed Mar 21, 2018 6:42 pm
Forum: Duplicates
Topic: [0.16.32] Modules not inserting with Shift-LMB into AM3 GUI
Replies: 1
Views: 734

[0.16.32] Modules not inserting with Shift-LMB into AM3 GUI

Steps to reproduce: 1) place AM3 2) open AM3's GUI 3) select any recipe 4) press Shift-LMB on modules in inventory Expected: modules added to AM3 Result I get: nothing happens. Also Ctrl-LMB not works. List of affected buildings: AM2, AM3, Chemical plant, Electric furnace, Centrifuge, Oil refinery L...
by Merssedes
Fri Mar 02, 2018 3:58 pm
Forum: Releases
Topic: Version 0.16.27
Replies: 51
Views: 36980

Re: Version 0.16.27

IMHO, if you warry about items in armor grid, just disallow usage of armor with any items in grid for crafting.
Want to use for crafting -- clear it's grid. If i'm corrent, there is currently no way to place items in armor grid other then by hand or script.
by Merssedes
Thu Mar 01, 2018 10:04 pm
Forum: Modding help
Topic: [0.16.26] Desync on using script variable
Replies: 18
Views: 4549

Re: [0.16.26] Desync on using script variable

You're okay up to step 1 there. See doc-html/Data-Lifecycle.html in your factorio install, or the online version at lua-api.factorio.com/latest. There's a lot of setup that occurs before the map globals are loaded, including running all the control.lua's to set up the bootstrap handlers and initial...
by Merssedes
Thu Mar 01, 2018 9:33 pm
Forum: Modding help
Topic: [0.16.26] Desync on using script variable
Replies: 18
Views: 4549

Re: [0.16.26] Desync on using script variable

So will I be right in following? Savefile contains map data, full scenario script and value of global variable. When savefile is loaded: 1) load global variable 2) run control.lua scenario file as if the game just started (no other variables except global are initialized) 3) call script.on_init hand...
by Merssedes
Thu Mar 01, 2018 5:59 am
Forum: Modding help
Topic: [0.16.26] Desync on using script variable
Replies: 18
Views: 4549

Re: [0.16.26] Desync on using script variable

When someone joins an MP game the effect is exactly the same as if he was loading a savegame from disk. Except that he loads a savegame that was saved on the host in the moment he pressed the "join" button. This means that anything that does not survive saving the game and reloading norma...
by Merssedes
Wed Feb 28, 2018 10:43 pm
Forum: Modding help
Topic: [0.16.26] Desync on using script variable
Replies: 18
Views: 4549

Re: [0.16.26] Desync on using script variable

Not everything needs to be synced, control.lua sharply limits what needs explicit syncs to keep network traffic under control. If every variable update in every client was synced it'd go through the roof. OARC looks like it doesn't expect those to change after startup, if you want you can put them ...

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