Search found 114 matches
- Fri Aug 08, 2014 9:39 am
- Forum: Pending
- Topic: [0.10.6][cube] Crash during autosaving
- Replies: 9
- Views: 8266
[0.10.6][cube] Crash during autosaving
This just happened to me and also happened some time before. During autosaving, the game crashed and created corrupted zip file. It outputted to shell something like this: (sorry, I haven't copied it) Error during std::runtime while creating _autosave2.zip file what() ? I hope it makes any sense to ...
- Mon Jul 28, 2014 1:33 am
- Forum: Resolved Problems and Bugs
- Topic: [10.0.4] Crash on leaving logistic area
- Replies: 37
- Views: 13315
Re: [10.0.4] Crash on leaving logistic area
You can still play pretty normally with this bug, just save frequently and do not use logistic robots to deliver too much stuff. Currently I just wait till all my delivery requests are satisfied and then you can leave the base. Anyway, I hope it will get fixed soon, so I can update my robotic network.
- Sun Sep 29, 2013 7:44 pm
- Forum: General discussion
- Topic: Round vs. quadratic
- Replies: 13
- Views: 11901
Re: Round vs. quadratic
Everything else uses squares and taxicab metric (total distance is sum of x and y distances). It's not Taxicab metric . It's the Chebyshev metric (Total distance is maximum of x and y distances). OT: I believe mathematicians call these Manhatten and Maximum metrics/norms (or alternatively L_1 and L...
- Wed Sep 04, 2013 12:04 pm
- Forum: Implemented Suggestions
- Topic: More Stats?
- Replies: 13
- Views: 6324
Re: More Stats?
Also it would be useful and small to have for every mine and assembling machine some stats how many percent of time it is producing (with a reset button), and some global stats (how many items was produced, how long it is running, total electricity cost). Similarly for every turret the number of kil...
- Wed Sep 04, 2013 11:51 am
- Forum: Releases
- Topic: Wiki spam fight
- Replies: 7
- Views: 15229
Re: Wiki spam fight
My nick zlosynus seems to be missing and I was doing some edits there.
- Thu Aug 15, 2013 8:04 am
- Forum: Show your Creations
- Topic: Post your map Thread
- Replies: 6
- Views: 9050
Re: Post your map Thread
Hm. With this map you'll have problems finding enough creeper eggs to finish rocket defense, cause there are so few creepers. There are only a few of them because I have destroyed many of them :). (Using car, it is fairly cheap and easy.) Now I am trying to make a wall around my factory, so I am sa...
- Thu Aug 15, 2013 6:52 am
- Forum: Wiki Talk
- Topic: Let's play - wiki page
- Replies: 4
- Views: 10989
Re: Let's play - wiki page
It would be ok, if there would be a video about factorio, when following the link. But there is none. Even when I search for it I didn't find any factorio video there. For me this is currently just spam. Perhaps the links are wrong or I see with my iPad something very different or they haven't uplo...
- Thu Aug 15, 2013 6:49 am
- Forum: Show your Creations
- Topic: Post your map Thread
- Replies: 6
- Views: 9050
Re: Post your map Thread
Btw. there are strange straight-line changes in the terrain, I suppose it is some bug of the map generator? Did you start this map with one version of factorio, then finish using a later version? If different chunks of the map are generated with different versions of the map generator, straight lin...
- Thu Aug 15, 2013 6:23 am
- Forum: Show your Creations
- Topic: Post your map Thread
- Replies: 6
- Views: 9050
Post your map Thread
Hi! So I started testing little bit new version with the map, and I am building a new factory. I have done some exploration and the game world looks much better now. I decided to share it and to post my map. map.png Btw. there are strange straight-line changes in the terrain, I suppose it is some bu...
- Sun Jul 28, 2013 10:36 am
- Forum: Releases
- Topic: Update 0.6.0
- Replies: 34
- Views: 32144
Re: Update 0.6.0
Is it just me who things that the graphics is getting worse and worse by every release? The reason is that everything just looks the same and it is very hard to orient in it. In my factory, I just see a lot of gray things, all of which are looking the same :(. I will do tests concerning the speed of...
- Tue Jul 23, 2013 8:49 am
- Forum: General discussion
- Topic: [Contest] Making a map.
- Replies: 33
- Views: 17939
Re: [Contest] Making a map.
Finally I can submit my work :D Here are my two contributions: Snaketorio A snakegame in Factorio snake.png Controls: Move the player on the sandy tiles and the snake will move in the related direction as well. Installation: Extract the *.zip and copy the "Snaketorio"-Folder into your fac...
- Thu Jun 20, 2013 9:26 pm
- Forum: Releases
- Topic: Midterm goal
- Replies: 19
- Views: 23665
Re: Midterm goal
I want to all add my point of view here. It is true that multiplayer takes quite some time to develop, but I believe the time is worth that (for me certainly much more important than graphics). It is obvious that quite a lot of people on this forums care mostly about singleplayer because, well, they...
- Fri Jun 14, 2013 9:58 am
- Forum: General discussion
- Topic: huh? can't find steel on my to-do list!
- Replies: 11
- Views: 15818
Re: huh? can't find steel on my to-do list!
Ya, but for now better wiki would be also good. It is quite obsolete now, and it would be great if someone from this forum could help with it.
- Mon Jun 10, 2013 7:46 am
- Forum: Releases
- Topic: Version 0.5.0
- Replies: 33
- Views: 30149
Re: Version 0.5.0
t would be really nice to be able to have custom map generators in lua for example, even if they would be slower. Then nicer levels could be achieved. This is doable. The map generator can be represented by two functions: TilePosition -> GeneratedTile TilePosition -> GeneratedEntities (fish, resour...
- Sat Jun 08, 2013 10:51 pm
- Forum: Releases
- Topic: Version 0.5.0
- Replies: 33
- Views: 30149
Re: Version 0.5.0
It would be really nice to be able to have custom map generators in lua for example, even if they would be slower. Then nicer levels could be achieved.
- Mon Jun 03, 2013 10:49 am
- Forum: Mods
- Topic: [MOD 0.4.x] Factorio Clock
- Replies: 15
- Views: 16279
Re: [Mod 0.4.x]Factorio Clock
Cool mod, it is really useful. But it might be nice to add also minutes, so one could have more accurate information how the day progresses.
- Sun Jun 02, 2013 10:08 pm
- Forum: Not a bug
- Topic: [0.4.1] Big poles supply only 4x4??
- Replies: 4
- Views: 4608
Re: [0.4.1] Big poles supply only 4x4??
Ok, thanks for explaining. It is just very weird, I believe having it at least 8x8 would make better sense. Who should it work like this?ficolas wrote:they are for transporting energy to far distances, not to provide energy in big distances, use the substation instead.
- Sun Jun 02, 2013 4:39 pm
- Forum: Not a bug
- Topic: [0.4.1] Big poles supply only 4x4??
- Replies: 4
- Views: 4608
[0.4.1] Big poles supply only 4x4??
I was looking at different types of poles and it doesn't make much sense that big pole supports smaller area than small pole. It should probably by 10x10 or something like that.
- Fri May 03, 2013 4:29 pm
- Forum: General discussion
- Topic: Factorio <> Industry Giant 2
- Replies: 12
- Views: 14740
Re: Factorio <> Industry Giant 2
It would be nice if there would be certain type of item you could get only from trading, and you would need it for making more complex things, research, etc. Then you would be highly motivated to trade and help cities. In the current setting, it could be some camps/cities of friendly aliens.
- Fri May 03, 2013 3:14 pm
- Forum: General discussion
- Topic: Factorio <> Industry Giant 2
- Replies: 12
- Views: 14740
Re: Factorio <> Industry Giant 2
Quite a nice idea even through this is not the direction Factorio is heading. It might make quite an interesting mod where you would need to produce some stuff and you would get money / stuff in exchange for it.