Search found 94 matches
- Wed Feb 26, 2020 4:34 pm
- Forum: Ideas and Suggestions
- Topic: blueprint sharing through different factorio installs
- Replies: 3
- Views: 985
Re: blueprint sharing through different factorio installs
It's just that the difference between what you are asking for and what I am proposing is a matter of perspective. You're saying put the blueprints in a particular location. I'm saying, provide *a way* for the scripting environment to get the blueprints into *a location*. That's all. In the end, you'...
- Wed Feb 26, 2020 4:29 pm
- Forum: Ideas and Suggestions
- Topic: Flush Blueprint storage to disk
- Replies: 14
- Views: 3170
Re: Flush Blueprint storage to disk
I don't really know to say it any other way than that being able to manually flush something to disk that should be persisted is a fairly normal feature for libraries, frameworks, applications, etc. The diversion from the core of the issue here isn't ultimately helpful I don't think.
- Mon Feb 24, 2020 5:39 pm
- Forum: Ideas and Suggestions
- Topic: Flush Blueprint storage to disk
- Replies: 14
- Views: 3170
Re: Flush Blueprint storage to disk
I haven't generally attempted this in single player - it's typically a multiplayer situation. I generally will drop when I get too bound up on a map my computer can't keep up with but there are some unpredictable permutations of conditions which will grind my entire machine to a halt and only if I'm...
- Mon Feb 24, 2020 2:47 pm
- Forum: Ideas and Suggestions
- Topic: blueprint sharing through different factorio installs
- Replies: 3
- Views: 985
Re: blueprint sharing through different factorio installs
I think your proposed solution might be okay for what you have in mind but I think a more general solution of being able to use lua to iterate your blueprint storage to import/export strings could allow players and developers to create all kinds of solutions to this problem. I've been quite interest...
- Mon Feb 24, 2020 2:30 pm
- Forum: Ideas and Suggestions
- Topic: Flush Blueprint storage to disk
- Replies: 14
- Views: 3170
Re: Flush Blueprint storage to disk
I must admit that more often than crashing it's that I have to kill factorio becuase my computer becomes unresponsive from extremely large maps. I'm really not sure there is a workaround for this that doesn't involve more hardware so being able to manually trigger blueprint storage synchronization w...
- Sun Feb 23, 2020 5:48 pm
- Forum: Ideas and Suggestions
- Topic: Per-Player Construction Heap
- Replies: 0
- Views: 430
Per-Player Construction Heap
If "last player" is tracked when entity and tile ghosts are created, then the build queue could be managed in a way similar to a preemptive OS process/task scheduler does it whereby tasks which have not gotten attention recently can be elevated. In this way, a player whose tasks have been ...
- Sun Feb 23, 2020 5:45 pm
- Forum: Ideas and Suggestions
- Topic: Flush Blueprint storage to disk
- Replies: 14
- Views: 3170
Flush Blueprint storage to disk
I often lose blueprints when the game crashes because I have not exited gracefully for the blueprints to be saved to storage. Can this be done on some interval and/or have some manual client-side command to trigger a blueprint storage flush? Thank you in advance!
- Sat Feb 22, 2020 3:14 am
- Forum: Minor issues
- Topic: [0.18.8] Side load with 2 saturated half belts produces gaps
- Replies: 25
- Views: 8599
Re: [0.18.8] Side load with 2 saturated half belts produces gaps
Please forgive me for what may be an already-answered question, but can you please define "merged group"?
- Fri Feb 21, 2020 6:45 pm
- Forum: Not a bug
- Topic: [0.18.8] Biters stop attacking
- Replies: 2
- Views: 1082
[0.18.8] Biters stop attacking
Biters won't path through wide landmasses to retaliate against an arty train. Here are screenshots and a link to the save file.
Save file: https://file.io/2UPnGB
Wide landmass: Failed paths:
Save file: https://file.io/2UPnGB
Wide landmass: Failed paths:
- Fri Feb 21, 2020 6:28 pm
- Forum: Minor issues
- Topic: [0.18.8] Side load with 2 saturated half belts produces gaps
- Replies: 25
- Views: 8599
- Fri Feb 21, 2020 5:50 pm
- Forum: Minor issues
- Topic: [0.18.8] Side load with 2 saturated half belts produces gaps
- Replies: 25
- Views: 8599
Re: [0.18.8] Side load with 2 saturated half belts produces gaps
So what do you do to maintain compression over long distance?
- Fri Feb 21, 2020 4:54 pm
- Forum: Minor issues
- Topic: [0.18.8] Side load with 2 saturated half belts produces gaps
- Replies: 25
- Views: 8599
Re: [0.18.8] Side load with 2 saturated half belts produces gaps
Here you go: https://file.io/nNKMmp
Of course it's going to expire at some point.
I pinged the location immediately before save. I look forward to your analysis.
Of course it's going to expire at some point.
I pinged the location immediately before save. I look forward to your analysis.
- Fri Feb 21, 2020 4:40 pm
- Forum: Minor issues
- Topic: [0.18.8] Side load with 2 saturated half belts produces gaps
- Replies: 25
- Views: 8599
Re: [0.18.8] Side load with 2 saturated half belts produces gaps
Thanks for the report. most likely you have some circular belt(s) and the update order is what's causing this. Without seeing the full factory I doubt there's any kind of bug here. Definitely no circular belts. Here is the destination of the full belt. Screenshot from 2020-02-21 11-39-09.png Screen...
- Fri Feb 21, 2020 4:37 pm
- Forum: Minor issues
- Topic: [0.18.8] Side load with 2 saturated half belts produces gaps
- Replies: 25
- Views: 8599
Re: [0.18.8] Side load with 2 saturated half belts produces gaps
Here is a preview gif that is larger than the attached mp4
- Fri Feb 21, 2020 4:32 pm
- Forum: Minor issues
- Topic: [0.18.8] Side load with 2 saturated half belts produces gaps
- Replies: 25
- Views: 8599
[0.18.8] Side load with 2 saturated half belts produces gaps
Attached is a basic video of 2 saturated half belts merging to make one full belt but the full belt gets gaps as shown with show-transport-line-gaps in debug settings.
- Tue Feb 18, 2020 11:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.6]In game name change not staying changed.
- Replies: 5
- Views: 3659
Re: [0.18.6]In game name change not staying changed.
I have seen some pretty cool scenarios that depend on changing your player name. Examples were a "hardcore" survival scenario where you became inmates stranded on a planet fighting to get off the planet. You were renamed to "Inmate-1234" so you couldn't tell who you were playing ...
- Tue Feb 11, 2020 11:58 pm
- Forum: Pending
- Topic: [0.18.6] Crash reconnecting after server left: LogisticNetwork::~LogisticNetwork()
- Replies: 3
- Views: 890
- Tue Feb 11, 2020 11:44 pm
- Forum: Pending
- Topic: [0.18.6] Crash reconnecting after server left: LogisticNetwork::~LogisticNetwork()
- Replies: 3
- Views: 890
[0.18.6] Crash reconnecting after server left: LogisticNetwork::~LogisticNetwork()
No real helpful context here except large lategame map. No idea how to recreate but it was after the server had trouble saving map to disk for some players to (re)connect. #10 0x0000000000e70a96 in IntrusiveList<LogisticMember, LogisticMemberNetworkTag, false>::clear() at /tmp/factorio-build-2TyrJl/...
- Thu Jan 23, 2020 8:44 pm
- Forum: Duplicates
- Topic: [18.0] Crash while fighting biters late game
- Replies: 1
- Views: 1092
[18.0] Crash while fighting biters late game
I don't have the map at the time of the crash but generally speaking it was late game biter fighting with PAMk2 and modules while driving a tank near the edge of pollution. I feel like there *may* be enough information here to find a bug in static analysis but let me know if there are any obvious cl...
- Tue Jan 21, 2020 7:14 am
- Forum: General discussion
- Topic: What causes dashed lines from pathfinder
- Replies: 1
- Views: 747
Re: What causes dashed lines from pathfinder
Additionally what do the fields in the Pather, Pathfinder and Paths fields mean?