Search found 120 matches
- 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...
- 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...
- 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
ThanxKlonan wrote: βFri Sep 21, 2018 7:59 pmYou can change to wide theme here:
ucp.php?i=ucp_prefs&mode=personal
It will then be as wide as the window
- 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...
- 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.
PS. Personally, i'd like to have queue too.
- 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?
- Sat Jun 23, 2018 7:48 am
- Forum: Releases
- Topic: Version 0.16.50
- Replies: 22
- Views: 25135
Re: Version 0.16.50
Your assumption "You are looking at everything in the form of binary" is wrongLiono2010 wrote:I am not sure what does this mean.
- Thu Jun 21, 2018 5:31 am
- Forum: Releases
- Topic: Version 0.16.50
- Replies: 22
- Views: 25135
Re: Version 0.16.50
Wrong assumption leads to wrong answerLiono2010 wrote:WOW! That was really a nice calculation. You are looking at everything in the form of binary(2). Are you from Matrix?Merssedes wrote:(2-2).(2^(2^2)).((2+2*2*2)^2)/2
- 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...
- 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
- 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?
- 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...
- 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...
- 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...
- 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...
- 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.
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.
- 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...
- 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...
- 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...
- 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 ...