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by erikem
Tue Jul 01, 2014 8:09 pm
Forum: Duplicates
Topic: [0.9.8] Magical Repair
Replies: 3
Views: 3293

Re: [0.9.8] Magical Repair

I assume this is the same as has been reported for 0.10.x: https://forums.factorio.com/forum/vie ... =11&t=4322
by erikem
Mon Jun 30, 2014 3:31 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.x]Blueprins do not copy modules
Replies: 11
Views: 10630

Re: [0.10.x]Blueprins do not copy modules

Then you have an answer! It's a "known issue" and should be categorized as one.
by erikem
Sat Jun 28, 2014 11:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.0] Autosave Bad Allocation
Replies: 11
Views: 3812

Re: [0.10.0] Autosave Bad Allocation

Well I've had this bad allocation save issue and it basically occured at any next save after certain something hapened that corrupted the game. This "next save" in many cases was "autosave" and indeed was corrupting the file.
by erikem
Sat Jun 28, 2014 11:20 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.x]Blueprins do not copy modules
Replies: 11
Views: 10630

Re: [0.10.x]Blueprins do not copy modules

Your definition of a bug is perfectly good for development team which has actual "specification" and knows what is "expected/planned" and what is not. In case of alpha/beta testing we (players) have to do a lot of guessing including the common sense. This is why the expected &quo...
by erikem
Sat Jun 28, 2014 11:11 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.0] Autosave Bad Allocation
Replies: 11
Views: 3812

Re: [0.10.0] Autosave Bad Allocation

0.10.0 indeed had such a bug https://forums.factorio.com/forum/vie ... =11&t=4161 but it has been fixed in 0.10.1

I'd suggest you try latest (0.10.2) version maybe isntalling it in a different folder just in case you want to preserve your 0.10.0 and see if the issues persists.
by erikem
Sat Jun 28, 2014 4:37 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.2][slpwnd] FPS drop when trains launched 30 -> 19
Replies: 3
Views: 3524

[0.10.2][slpwnd] FPS drop when trains launched 30 -> 19

In the save file https://dl.dropboxusercontent.com/u/16452197/Defect_05.zip I have on average FPS 30 until trains are lauched. My FPS when trains are stopped: https://dl.dropboxusercontent.com/u/16452197/No%20Train%20FPS.jpg When I launch the trains (I think 7 in total) by addin missing rails path n...
by erikem
Sat Jun 28, 2014 10:18 am
Forum: Resolved Problems and Bugs
Topic: [0.10.2][kovarex] Bots don't transfer from active providers
Replies: 7
Views: 4593

Re: [0.10.2] Lazy bots do not take stuff from active provide

I've done multiple rounds of replacing these chests with passive provider or requesters. It partially solves the immediate issue but after some time (quite a short period I must say) the problem comes back.
by erikem
Sat Jun 28, 2014 8:50 am
Forum: Resolved Problems and Bugs
Topic: [0.9.8] sometimes can't place blueprints
Replies: 8
Views: 4783

Re: [0.9.8] sometimes can't place blueprints

Happened to me in 0.10.2. I was placing some rail blueprints and switched from one (curve) blueprint to another (long straight) and... couldn't palce it. No matter how hard I tried and even at some distance of location. I could place other blueprint though.

Save/Load fixed it.
by erikem
Sat Jun 28, 2014 8:44 am
Forum: Resolved Problems and Bugs
Topic: [0.10.2][kovarex] Bots don't transfer from active providers
Replies: 7
Views: 4593

[0.10.2][kovarex] Bots don't transfer from active providers

In my save file (https://dl.dropboxusercontent.com/u/16452197/Defect_03.zip) I have achieved a situation when I have a bunch of full active provider chests, loads of empty storage chests and ~3k idle logistic bots: https://dl.dropboxusercontent.com/u/16452197/lazy%20bots.jpg Save description: 1. Pla...
by erikem
Sat Jun 28, 2014 8:32 am
Forum: Resolved Problems and Bugs
Topic: [0.10.x]Blueprins do not copy modules
Replies: 11
Views: 10630

Re: [0.10.x]Blueprins do not copy modules

Good thing about posting a defect, is that you should not really pay attention to the implementatuion details. It's defect and that's it. It might get rejected, postponed, treated as minimal or explained as a feature later though. In current case if the feature required to fix a defect is not availa...
by erikem
Sat Jun 28, 2014 8:25 am
Forum: Resolved Problems and Bugs
Topic: [0.10.x][slpwnd]Logistic network max count condition too low
Replies: 5
Views: 1625

Re: [0.10.x]Logistic network max count condition too low

100% not a code defect, but rather a game design one. I suppose such defects are reported here too.
by erikem
Fri Jun 27, 2014 11:51 am
Forum: Resolved Problems and Bugs
Topic: [0.10.x][slpwnd]Logistic network max count condition too low
Replies: 5
Views: 1625

[0.10.x][slpwnd]Logistic network max count condition too low

Currently max count condition in logistic (and probably circuit) networks on smart inserters is 20k. This is probably a defect as the game even in it's middle stages starts opertaing numbers like 100k and more for certain resources. I don't know what the max number should've been by original design ...
by erikem
Fri Jun 27, 2014 11:07 am
Forum: Resolved Problems and Bugs
Topic: [0.10.x]Blueprins do not copy modules
Replies: 11
Views: 10630

Re: [0.10.x]Blueprins do not copy modules

I agree that there might be valid reason for not copying them. As well as there could be many otehr aspects. But agree with me it's strange that action designed to do a carbon-copy misses/omits some stuff? I'd say all stuff like "place without modules" or "place without rules/limits&q...
by erikem
Fri Jun 27, 2014 8:59 am
Forum: Resolved Problems and Bugs
Topic: [0.10.x]Blueprins do not copy modules
Replies: 11
Views: 10630

[0.10.x]Blueprins do not copy modules

When blueprinting buildigns and then building them modules are not inserted.

I expect they should be as basically every other aspect is copied including limits, rotation and logic.

All in all blueprints shoudl allow you to copy setup and replicate it with 0 extra efforts.
by erikem
Thu Jun 26, 2014 6:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.x] Logistic robots carry "maximum" isntead of "needed"
Replies: 23
Views: 6950

Re: [0.10.x] Logistic robots carry "maximum" isntead of "nee

Wow! A great solution! I would love to see that in game =)
by erikem
Wed Jun 25, 2014 9:39 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.x] Logistic robots carry "maximum" isntead of "needed"
Replies: 23
Views: 6950

Re: [0.10.x] Logistic robots carry "maximum" isntead of "nee

- if you followed my suggestion A from above nothing is produced anymore. Is it so? If not why complain? Was and probably is noob at this game. Thought that limit on providers would be enough - why do you have so many provider chests, when you need only one to satisfy everything? I was optimizing m...
by erikem
Wed Jun 25, 2014 7:50 pm
Forum: Implemented Suggestions
Topic: Filtered deconstruction
Replies: 5
Views: 3215

Re: Filtered deconstruction

Just now I've ahd an example I decided that old setup of 100 chests + 100 inserters (placed one after anotehr in a row) + ~20 poles was not optimal and needed to delete all inserters. Preserve the rest for later usage but delete the inserters. It was no fun at all.
by erikem
Wed Jun 25, 2014 2:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.x] Logistic robots carry "maximum" isntead of "needed"
Replies: 23
Views: 6950

Re: [0.10.x] Logistic robots carry "maximum" isntead of "nee

A) Because being new to the game I expected existing limits (passive providers) to be enough
B) Agreed. Didn't think of this

And still these robots carrying too much create extreme amounts of garbage in my storage chests

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