Search found 549 matches
- Wed Jul 27, 2016 4:41 am
- Forum: Gameplay Help
- Topic: Burner inserters and power insufficiency: am I crazy?
- Replies: 5
- Views: 2101
Burner inserters and power insufficiency: am I crazy?
I use burner inserters well into midgame, and, I could swear that their performance is negatively impacted by power insufficiencies. Today pretty much I blew the breakers in my base and everything was shut off. This stopped the flow of coal to my burner inserters. I fixed the coal supply but when I ...
- Tue Jul 26, 2016 5:56 am
- Forum: Releases
- Topic: Version 0.13.11
- Replies: 26
- Views: 25391
Re: Version 0.13.11
I don't know what you did, but this release is noticeably faster on my system than any previous release of factorio I have tried. Not only is this improvement subjectively apparent, my actual FPS is literally higher, although, sadly, still not 60fps if anything is happening in the game. Perhaps it f...
- Sun Jul 24, 2016 11:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.10/Linux] Crash when crafting
- Replies: 32
- Views: 17619
Re: [0.13.10/Linux] Crash when crafting
News flash: Linux users around the world are reported to be temporarily returning, often in a bleary-eyed daze, to their families and their jobs this weekend, while waiting for the latest factorio update, due to a bug that prevents the use of a popular in-game feature called "pocket-crafting.&...
- Tue Jun 28, 2016 11:37 pm
- Forum: Resolved Problems and Bugs
- Topic: linux x64 0.13.0 segfaults
- Replies: 4
- Views: 1337
linux x64 0.13.0 segfaults
Got like three of these now in early game, no mods. They're rare-ish and proceeded by glitchy pauses. I'd bet money it's a factorio-specific bug, not a heat crisis or similar issue. I don't know exactly what I'm doing when they happen but at least once I was mucking around with stuff in a chest. Eac...
- Fri Jun 10, 2016 9:06 pm
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 141076
Re: [MOD 0.12.30] ExtraChests v0.1.4 (Addon for Bob's mod)
Just wanted to say that I've been using this mod for a while and I really appreciate it. Before I discovered it, Bob's mods were unplayable for me because I spent half my time "hunting for icons" (I have terrible at spatial memory -- my memory palace is more like a run-down old shack). I t...
- Thu Jun 09, 2016 6:03 pm
- Forum: Off topic
- Topic: The depths of Mandelbrot
- Replies: 6
- Views: 3751
Re: The depths of Mandelbrot
Nice post!The Eriksonn wrote: btw: my first post
- Mon Jun 06, 2016 7:23 am
- Forum: General discussion
- Topic: Don't tell the U.S, but...
- Replies: 13
- Views: 5559
Re: Don't tell the U.S, but...
I'm told that's what Oman looks like from a helicopter
- Fri Jun 03, 2016 6:25 pm
- Forum: Modding discussion
- Topic: 0.13 Lua API documentation preview
- Replies: 11
- Views: 4073
- Fri Jun 03, 2016 6:23 pm
- Forum: General discussion
- Topic: Gah
- Replies: 12
- Views: 5452
Re: Is it a no-go for launch?
I think many of us missed the memo on this commitment level thing.Kewlhotrod wrote:that comment reminded me of WoW days, although I don't think this game justifies that level of commitment.
- Fri Jun 03, 2016 6:08 pm
- Forum: General discussion
- Topic: Come and Guess #2: Stable Version of 0.13
- Replies: 78
- Views: 41133
Re: I need 0.13 in my life
With the possible exception of mods that happen to be authored by Wube insiders, mods are surely going to break, and take time to fix. I stand corrected. Another way mods could work out of the gate is factorio developers volunteer to QA existing mods against the unreleased codebase . That is super-...
- Fri Jun 03, 2016 9:06 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autowire - configurable automated pole wiring
- Replies: 28
- Views: 32966
Re: [MOD 0.12.x] Autowire - configurable automated pole wiring
Fuck.png function showSettings(player) local settings=getPlayerSettings(player) 30>>player.gui.top.autowire_flow.add{type="frame",caption="",name="settings",direction="vertical", style="autowire_frame_style"} player.gui.top.autowire_flow.settings.ad...
- Fri Jun 03, 2016 7:47 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autowire - configurable automated pole wiring
- Replies: 28
- Views: 32966
Re: [MOD 0.12.x] Autowire - configurable automated pole wiring
Crap. New campaign and got it again: Fuck.png function showSettings(player) local settings=getPlayerSettings(player) 30>>player.gui.top.autowire_flow.add{type="frame",caption="",name="settings",direction="vertical", style="autowire_frame_style"} play...
- Thu Jun 02, 2016 9:09 pm
- Forum: Modding help
- Topic: Splitter prototype location?
- Replies: 13
- Views: 4245
Re: Splitter prototype location?
I'd highly recommend the JetBrains IntelliJ IDEA with Lua plugin (the Community Edition is completely free and opensource). It provides not only a project management, quick search, but also advanced code-highlighting (like separate styles for global/local variables/fields/closures etc.), a number o...
- Thu Jun 02, 2016 9:00 pm
- Forum: General discussion
- Topic: Come and Guess #2: Stable Version of 0.13
- Replies: 78
- Views: 41133
Re: I need 0.13 in my life
Unlikely we'll be able to dive right into heavily modded play right when 0.13 is released. With the possible exception of mods that happen to be authored by Wube insiders, mods are surely going to break, and take time to fix. Early ports also might not be up to the quality standards we've grown accu...
- Wed Jun 01, 2016 8:36 pm
- Forum: Balancing
- Topic: The obsolete turret problem
- Replies: 34
- Views: 18735
Re: The obsolete turret problem
[off-topic brainstorm that was here removed; relocation to somewhere appropriate planned]
- Wed Jun 01, 2016 8:13 pm
- Forum: Ideas and Suggestions
- Topic: 3D rendering
- Replies: 39
- Views: 17128
Re: 3D rendering
My basic understanding is that the biggest problem in 2016 with GPGPU is that there is no working driver model. There are a handful of competing frameworks, and although, for example, you can layer opencl on top of stream or vice-versa, I get the impression that if you do so, you are forced to throw...
- Wed Jun 01, 2016 12:53 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autowire - configurable automated pole wiring
- Replies: 28
- Views: 32966
Re: [MOD 0.12.x] Autowire - configurable automated pole wiring
As you know by now, I never did get around to trying to fix it. I suspect it's something to do with createMainGUI() operating on "settings" but then immediately throwing that away with "settings=global.autowire.settings" in load(), although how to fix it is not obvious to me due ...
- Tue May 31, 2016 8:18 am
- Forum: Show your Creations
- Topic: Mega-ish Bot Bus Chain Base
- Replies: 11
- Views: 8436
Re: Mega-ish Bot Bus Chain Base
Dangling items are only a one-time cost, anyway. In the long run they depreciate to negligible. To be clear, I mostly agree. My point was only to lament that in the factorio cosmology, it is plausible that the most utilitarian approaches (in the min-max economics sense of the term) may not actually...
- Mon May 30, 2016 7:00 pm
- Forum: Show your Creations
- Topic: Mega-ish Bot Bus Chain Base
- Replies: 11
- Views: 8436
Re: Mega-ish Bot Bus Chain Base
That's pretty cool, ribsngibs! Unfortunately, I suspect all revolving splitter-bus designs like this suffer from performance problems. In dead-end belt-bus designs, unless considerable care is taken to avoid it, the last consumer of a given line marks a point-of-no-return beyond which the belt fills...
- Sun May 29, 2016 8:30 pm
- Forum: Show your Creations
- Topic: Two Liquids, One Pipe (proof of concept)
- Replies: 13
- Views: 5920
Re: Two Liquids, One Pipe (proof of concept)
Wow. So... do I understand correctly that putting multiple liquids into a pipe doesn't create some kind of slurry, but the liquids remain separate and exit in the order they are input (at least, once any bugs are fixed)? What if we replace the pipes with tanks, same behavior? I always wondered how t...