Search found 938 matches

by vanatteveldt
Tue Jul 06, 2021 7:08 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 10k spm base, aesthetic rating:0/10
Replies: 3
Views: 834

Re: 10k spm base, aesthetic rating:0/10

Nice! I made a 10kspm base using modular raw-to-science units like that, but went for 500spm and used many-to-many ore trains rather than independent local units like this. Did you consider doing direct-to-train mining to avoid the belts and inserters around ore fields? I think it makes it even more...
by vanatteveldt
Wed Mar 17, 2021 6:46 pm
Forum: 1 / 0 magic
Topic: [1.1.27] Crash: PrimitiveHelper::numberOfSegmentsForHalfCircle
Replies: 3
Views: 407

Re: [1.1.27] Crash: PrimitiveHelper::numberOfSegmentsForHalfCircle

(the weird thing is, I played factorio for >5 years, and never had any stability issues, always playing experimental and also using mods. I didn't make major hardware or software changes in the last year(s), and now within a week I get crashes... Of course it's possible I have a new hardware issue t...
by vanatteveldt
Wed Mar 17, 2021 4:03 pm
Forum: 1 / 0 magic
Topic: [1.1.27] Crash: PrimitiveHelper::numberOfSegmentsForHalfCircle
Replies: 3
Views: 407

[1.1.27] Crash: PrimitiveHelper::numberOfSegmentsForHalfCircle

It's me again. Same base, same computer. Didn't have any crashes since the last post (a week ago?), playing pretty intensively. Factorio crashed again just now while AFK. Log is attached, let me know if you need anything from me.
by vanatteveldt
Mon Mar 08, 2021 7:20 pm
Forum: Pending
Topic: [kovarex] [1.1.26] Crash walking around with spiderton (TransportLine::draw)
Replies: 5
Views: 465

Re: [kovarex] [1.1.26] Crash walking around with spiderton (TransportLine::draw)

Update: I rebooted my computer, and the problem seems to have gone away...

Edit: Had the game on most of the evening, no crash. So apparently it was indeed my computer being weird. Sorry!
by vanatteveldt
Mon Mar 08, 2021 12:32 pm
Forum: Pending
Topic: [kovarex] [1.1.26] Crash walking around with spiderton (TransportLine::draw)
Replies: 5
Views: 465

Re: [kovarex] [1.1.26] Crash walking around with spiderton (TransportLine::draw)

You make me feel special :) Here's a link to the save file: https://www.dropbox.com/s/b2cay1a8o91qik5/_autosave1_backup.zip?dl=0 [e: just copied the autosave to _autosave1_backup.zip and replaced the link, I was afraid that dropbox might automatically track a new version of the file] I'll try to loa...
by vanatteveldt
Mon Mar 08, 2021 8:50 am
Forum: Pending
Topic: [kovarex] [1.1.26] Crash walking around with spiderton (TransportLine::draw)
Replies: 5
Views: 465

Re: [1.1.26] Crash walking around with spiderton (TransportLine::draw)

Probably not really relevant anymore, but the game just crashed again while I was AFK (so certainly not walking around with spidertron). Log attached.

(edit: and another crash now. So it seems something is actually wrong)
by vanatteveldt
Sun Mar 07, 2021 9:51 pm
Forum: Pending
Topic: [kovarex] [1.1.26] Crash walking around with spiderton (TransportLine::draw)
Replies: 5
Views: 465

Re: [1.1.26] Crash walking around with spiderton (TransportLine::draw)

Another crash happened about 15 minutes later, log attached.
by vanatteveldt
Sun Mar 07, 2021 8:41 pm
Forum: Pending
Topic: [kovarex] [1.1.26] Crash walking around with spiderton (TransportLine::draw)
Replies: 5
Views: 465

[kovarex] [1.1.26] Crash walking around with spiderton (TransportLine::draw)

I've been playing over 5 years now, always with experimental updates, and AFAIK this is the first time the game crashed on me. I've attached the log, I'm not really sure what caused it. I was restocking while in spidertron, had just picked up some engines and walked to the rails to place a new train...
by vanatteveldt
Sun May 24, 2020 2:58 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 21391

Re: Friday Facts #348 - The final GUI update

I like everything except the double row of tabs in the crafting menu. There are 6 options (in vanilla; 4 craft categories, character, and logistics), I don't think 6 options need a two-level menu structure. Most annoyingly/confusingly, one of the craft categories is called logistics. Thus, when you ...
by vanatteveldt
Wed May 06, 2020 9:16 am
Forum: Ideas and Suggestions
Topic: More circuit signals and controls: pumps, heat pipes, exchangers
Replies: 1
Views: 282

More circuit signals and controls: pumps, heat pipes, exchangers

I would like to propose some new circuit signals to help monitor and control esp. fluid and heat flow: - Pumping speed signal: Pumps have a new (ish?) feature where you see actual "pumping speed" in user interface (i.e. pumping speed: 1259/12000). It would be nice if this could be measured...
by vanatteveldt
Fri Apr 10, 2020 2:40 pm
Forum: General discussion
Topic: 0.18, bus, orphan trains.
Replies: 6
Views: 1605

Re: 0.18, bus, orphan trains.

So it seems like even with the one place buffer in front of loading stations you are subject to the Thundering Herd problem (lots of trains all head for one enabled station; one or two get there disabling it; rest of Herd charges off to next enabled station, probably on other side of map; rinse, re...
by vanatteveldt
Tue Apr 07, 2020 8:32 am
Forum: General discussion
Topic: 0.18, bus, orphan trains.
Replies: 6
Views: 1605

Re: 0.18, bus, orphan trains.

[... trains ...] With vanilla there are some things that are difficult to do with trains without very elaborate circuit network structures, timers, and triggers. However, I'm pretty happy with my current setup with one-to-many and many-to-many connections. 1. Fuel There is one place that produces fu...
by vanatteveldt
Sun Mar 22, 2020 6:13 pm
Forum: Mods
Topic: [0.16] The Blueprint Lab 0.2.4
Replies: 54
Views: 8417

Re: [0.16] The Blueprint Lab 0.2.4

Thanks for this mod! I would wish some way to generate and consume full belts of resources, maybe including loaders would do the trick? Anyway, I have a bug report: Game crash when returning from blueprint lab. Seems reproducible - if I reload the autosave and exit the lab it triggers the error. sta...
by vanatteveldt
Sun Mar 15, 2020 12:37 pm
Forum: Railway Setups
Topic: 2x2 Railway, Auto-Snap to the Grid
Replies: 3
Views: 3828

Re: My 4 lanes version of chunk aligned railway

Nice, thanks! I was doing the same (after discovering that chunk alignment is actually quite important, mostly for ensuring radar coverage for automatic building) One point of feedback: You can place normal (i.e. non-chain) signals directly after the last crossing in each intersection, since after t...
by vanatteveldt
Sun Dec 22, 2019 11:33 am
Forum: Ideas and Suggestions
Topic: Belt placement as a sizeable brush
Replies: 10
Views: 1130

Re: Belt placement as a sizeable brush

Yeah that video is a mess.

You can use ~infinite bots from stationary roboports, so why not make a 64 wide (or whatever that was) blueprint with roboports integrated so you can fire and forget?
by vanatteveldt
Tue Nov 12, 2019 9:24 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 13621

Re: UPS Wars 3 - Electronic Circuits

39991.665 ms - DaveMcW trains only I don't have access to factorio for the coming weeks, so I can't check the save - but I did have a question. How do you control the trains? Regular signals, or circuit timing? And did you consider having a dedicated rail for each production line so you don't need ...
by vanatteveldt
Sat Oct 12, 2019 12:42 pm
Forum: Gameplay Help
Topic: Flamethrower turret - Heavy or light oil?
Replies: 5
Views: 999

Re: Flamethrower turret - Heavy or light oil?

which is why I always use crude: easiest on logistics, can often find a local source, no danger of running out if other processes back up
by vanatteveldt
Thu Oct 10, 2019 9:00 am
Forum: General discussion
Topic: Robot energy math
Replies: 7
Views: 1124

Re: Robot energy math

I generally have a armor dedicated purely to bots: two fusion reactors, one or maybe two exos, a bunch of batteries and multiple personal roboports. I have no trouble with largish build projects, and usually run out of inventory before running out of bot power...
by vanatteveldt
Mon Sep 02, 2019 7:18 pm
Forum: Show your Creations
Topic: Deploying large scale mining operations?
Replies: 8
Views: 3125

Re: Deploying large scale mining operations?

What I do* is combine a number of blueprints that automate most of the chore of outpost construction while staying fully vanilla: 1. Use personal conbots to create a small starter outpost (station, radar, roboport, supply train unloading) 2. Setup train routes to/from the outpost, unless all outpost...
by vanatteveldt
Wed Jul 31, 2019 11:11 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 56219

Re: Version 0.17.60

Pretty sure it's too late for my opinion on the oil changes to have any weight, but here goes: 1. I agree with the devs that (1) blue science has always been a huge difficulty bump (the "oil wall"), and (2) that it's weird that players are supposed to learn managing multiple outputs before...

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