Search found 30 matches

by LucidMoses
Thu Jul 11, 2019 2:07 am
Forum: Duplicates
Topic: Crash during update to 0.17.55
Replies: 1
Views: 371

Re: Crash during update to 0.17.55

May I suggest you disable the popup that asks players to send in the log file if you don't want them.
by LucidMoses
Wed Jul 10, 2019 1:54 am
Forum: Duplicates
Topic: Crash during update to 0.17.55
Replies: 1
Views: 371

Crash during update to 0.17.55

The last two updates have crashed during update.
In both cases running it a second time updated it.
Here is the log from the last one.
by LucidMoses
Sun Jun 09, 2019 6:58 pm
Forum: Duplicates
Topic: Crash placing signal over chain signal.
Replies: 1
Views: 373

Crash placing signal over chain signal.

It happened instantly. Just as soon as I clicked.
Not much more to say as the log has the version info. Attached.
by LucidMoses
Mon Apr 08, 2019 4:22 pm
Forum: Won't fix.
Topic: [0.17.11] Two Problems with the trains list.
Replies: 3
Views: 811

Re: [0.17.11] Two Problems with the trains list.

I hope there is a solution to these soon. It's especially hard on my laptop where the screen is 'vertically challenged'
by LucidMoses
Thu Mar 14, 2019 6:05 am
Forum: Not a bug
Topic: Manually clearing inventory clears too much
Replies: 8
Views: 1810

Re: Manually clearing inventory clears too much

Rseding91 wrote: ↑
Fri Mar 01, 2019 4:30 am
Welcome to the new quickbar. That's working as intended. It's terrible.
Pretty Odd that the devs would intend to take a great and useful feature away.
by LucidMoses
Fri Mar 01, 2019 3:41 am
Forum: Not a bug
Topic: Manually clearing inventory clears too much
Replies: 8
Views: 1810

Re: Manually clearing inventory clears too much

CDarklock, Thanks for trying to help but that doesn't address the actual issues at all. I know how to move things (hundreds of hours and second mega-base). What's been broken is the ability to not move some things when you ctrl-click a empty slot (i.e. the subject line). I also know what 'locked' us...
by LucidMoses
Fri Mar 01, 2019 2:13 am
Forum: Not a bug
Topic: Manually clearing inventory clears too much
Replies: 8
Views: 1810

Manually clearing inventory clears too much

We've lost the ability to clear most of your inventory. It used to be you could open a chest, Ctrl-Left click and all your inventory would be pushed to the chest (that fit). In 0.17.1 This also clears your hot bar. Meaning you can't automatically keep some basic things and you have to stand there an...
by LucidMoses
Sat Feb 23, 2019 7:57 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 113272

Re: Friday Facts #283 - Prepare to Launch

fff-283 If you having done the fluid thing yet. Take a look at this, It satisfies all your stated requirements and will improve fluids a lot. (from Reddit) Here is a very fast system that accomplishes all your liquid goals. Divide the pipes into types. Flow pipes are straight, turns and underground...
by LucidMoses
Sun Sep 16, 2018 12:12 am
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 77041

Re: Friday Facts #260 - New fluid system

Here is a very fast system that accomplishes all your liquid goals. Divide the pipes into types. Flow pipes are straight, turns and underground. Juntion pipes are any pipe that has more then two connections. Devices (pumps, assemblers, refineries, etc) Forget individual pipes volumes and direction f...
by LucidMoses
Sun Jul 08, 2018 1:34 am
Forum: Duplicates
Topic: [0.16.51] Construction Robots stop working in various areas
Replies: 10
Views: 2957

Re: [0.16.51] Construction Robots stop working in various areas

Ok, but One network can still cover many chunks and presumably a logistics chest can be attached to zero networks.
by LucidMoses
Fri Jul 06, 2018 3:04 am
Forum: Duplicates
Topic: [0.16.51] Construction Robots stop working in various areas
Replies: 10
Views: 2957

Re: [0.16.51] Construction Robots stop working in various areas

You may have misunderstood what I suggested. It's exactly the point of "divided by some chunk size" is to stop doing anything with OutsideRange ones. If you already have a "chunk" defined that's fine. I wasn't referring to that. However, if the dev team thinks so it could be atta...
by LucidMoses
Thu Jul 05, 2018 3:22 am
Forum: Duplicates
Topic: [0.16.51] Construction Robots stop working in various areas
Replies: 10
Views: 2957

Re: [0.16.51] Construction Robots stop working in various areas

that is of course assuming your using a flat data structure. Given you have an employee dedicated to optimisation I would not have guessed that. Maybe they are busy working on trains and pipes. Maybe when they get a sec you can separate ghost items into InRange and OutsideRange link lists divided by...
by LucidMoses
Tue Jul 03, 2018 6:45 am
Forum: Duplicates
Topic: [0.16.51] Construction Robots stop working in various areas
Replies: 10
Views: 2957

Re: [0.16.51] Construction Robots stop working in various areas

It will take the game many minutes to work through the queue of ghosts Or many hours in this case. But two thoughts on this. 1) Is it necessary to even look at the ghosts that are not in roboport range? 2) The example is of a small area with only two roboports. Even if you want to limit for perform...
by LucidMoses
Mon Jul 02, 2018 9:18 pm
Forum: Duplicates
Topic: [0.16.51] Construction Robots stop working in various areas
Replies: 10
Views: 2957

[0.16.51] Construction Robots stop working in various areas

What did you do? - I stamp blueprints setup robotports, drop off some constructions robots and required materials then walk off. What happened? - The construction robots fly to the roboports and just stay there. What did you expect to happen instead? It might be obvious to you, but do it anyway! I w...
by LucidMoses
Wed Apr 25, 2018 5:43 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.37] Crashes loading a [0.16.36] saves
Replies: 9
Views: 1598

Re: [kovarex] [0.16.37] Crashes loading a [0.16.36] saves

Sure, here is the save file as requested.
by LucidMoses
Tue Apr 24, 2018 4:48 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.37] Crashes loading a [0.16.36] saves
Replies: 9
Views: 1598

[kovarex] [0.16.37] Crashes loading a [0.16.36] saves

Load gets to 100% loaded then crashes.
No mods
System is a Core i7-3610QM with 12 gig ram on Win 10 64bit
by LucidMoses
Sat Dec 16, 2017 7:24 pm
Forum: Not a bug
Topic: [kovarex] [16.0] Inserting on underground belt behaves different
Replies: 24
Views: 22264

Re: [kovarex] [16.0] Inserting on underground belt behaves different

Personally I would like a New type of belt that compressed belts in line. i.e. Fully compressing a belt on output until it ran out of in put and then leaving a gape big enough that a standard inserter (maybe only the fastest inserter) could fill in the gap and make it a fully compressed belt.
by LucidMoses
Sun Nov 27, 2016 6:44 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 45651

Re: Friday Facts #166 - Combat Revisit

In re balancing combat. Some extra hard areas that don't move or expand (queen nest?) would be a good idea. They would be an obstetrical for building a factory until your powerful enough.
by LucidMoses
Fri Oct 07, 2016 11:35 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 77963

Re: Friday Facts #159 - Research revolution

Could it be a better idea to sort the items by science packs outstanding requirements. Taking away the "busy" looking science pack on every tile.

All a player rely needs to know is if I can research it (no outstanding) or what's needed to research it.

Go to advanced search