Search found 14 matches

by karlstri
Sat Aug 05, 2017 8:29 am
Forum: Not a bug
Topic: [15.32] Uranium mines and S.Acid
Replies: 2
Views: 1578

[15.32] Uranium mines and S.Acid

don't know if this fits in bugs...

ok uranium requires sulfuric acid to mine
ok the miners hold some of it internally

but when they are no more uranium to be mined they do not eject the acid, not all of it anyhow, it hogs 100 acid that is effectively gone forever

personally i think empty uranium ...
by karlstri
Sun Jul 10, 2016 9:11 am
Forum: Ideas and Suggestions
Topic: blueprints and powerlines
Replies: 1
Views: 2154

blueprints and powerlines

Blueprints does not take into account the extra powerline connections I have made (to a power switch), it does however take into account the red and green wires that controls the switch.
since factorio is a game about automation and i dont want to manauly connect the power switch i would like ...
by karlstri
Tue Jul 05, 2016 8:45 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.0] [Hanziq] "API call failed" during mod browsing [reopened]
Replies: 20
Views: 12965

Re: [0.13.0] "API call failed" during mod browsing [reopened]

0.000 2016-07-05 22:36:52; Factorio 0.13.5 (build 23107, linux64, alpha)

still crashes when clicking on random mods
0.000 2016-07-05 22:36:52; Factorio 0.13.5 (build 23107, linux64, alpha)
0.055 Operating system: Linux (Ubuntu 14.04)
0.055 Program arguments: "/home/karlstri/factorio/bin/x64 ...
by karlstri
Sat Apr 30, 2016 10:30 am
Forum: Ideas and Suggestions
Topic: Mega-Structures and merged structures.
Replies: 11
Views: 5668

Re: Mega-Structures and merged structures.

i myself have tought about megachests aka warehouses, perhaps 3x3 in size, another thing i would like is a 1x7 chest for loading/unloading trains.

mega solars is intresting too but perhaps 4x4 advanced solars whit a per square efficency 20% better then the basic but much more expensive

in general ...
by karlstri
Wed Nov 11, 2015 9:25 pm
Forum: Ideas and Suggestions
Topic: Modules for vehicles (Equipment, PowerSuit for vehicles)
Replies: 3
Views: 8882

Re: Modable locomotive/cars

i like the idea of having modules for vehicle in the same way powerarmor works

and i want to place a turrent on my trains
by karlstri
Sat Apr 18, 2015 9:23 am
Forum: News
Topic: Friday Facts #82 - Optimisations
Replies: 58
Views: 50598

Re: Friday Facts #82 Optimisations

is it possible to use the same optimastions on accumilators that are developed for the solars? it seams to me that they shuold be quite similar in the simulations.
by karlstri
Sun Feb 22, 2015 8:52 am
Forum: Ideas and Suggestions
Topic: remember servers connected
Replies: 4
Views: 2047

remember servers connected

i would like to have the posibilty to store a list of the servers is connected to recently or some posibility to save the servers.
i feel its a missing feature that is quite easy to implement
by karlstri
Sat Feb 21, 2015 7:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.16] [kovarex] crash while loading saved game
Replies: 5
Views: 2675

[0.11.16] [kovarex] crash while loading saved game

when loading a saved game in multiplayer
factorio-current.log
7963.471376 Info Logger.cpp:152: 2015-02-21 20:05:43; Factorio 0.11.16 (Build 13544, linux64)
7963.471426 Info Logger.cpp:156: Operating system: Linux
7963.471441 Info Paths.cpp:202: Read data path: /home/karlstri/factorio/data
7963 ...
by karlstri
Sun Feb 08, 2015 2:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.15] multiplayer connection error
Replies: 4
Views: 3394

Re: [0.11.15] multiplayer connection error

for this game i was host
i have ubuntu 14.04 lts 64 bits
there is a nat router that portforwars the factorio port to my computer
it worked before update 0.11.15

factorio-current.log

856393.387401 Info Logger.cpp:152: 2015-02-08 15:16:45; Factorio 0.11.15 (Build 13276, linux64)
856393.387448 Info ...
by karlstri
Fri Oct 31, 2014 9:32 pm
Forum: Resolved Problems and Bugs
Topic: network game hangs
Replies: 2
Views: 1678

Re: network game hangs

more data this time with a segfualt

953358.169661 Info AllInOne.cpp:294: NetworkTick(3968) MapTick(2052) resuming map.
953358.207299 Info AllInOne.cpp:284: NetworkTick(3971) MapTick(2055) stopping map.
953358.228140 Info AllInOne.cpp:294: NetworkTick(3972) MapTick(2055) resuming map.
953358.249996 ...
by karlstri
Fri Oct 31, 2014 9:28 pm
Forum: Resolved Problems and Bugs
Topic: network game hangs
Replies: 2
Views: 1678

network game hangs

two player network game works(i think)
but when player tree joins game frezes for host and frezes for clients

note: one player on lan one player on internet via nat router that portforwards port 34197

first time lan joined first then the internet player (no logs but same thing hapend)
second time ...
by karlstri
Sat Oct 25, 2014 9:30 pm
Forum: Implemented mod requests
Topic: modable map genertor
Replies: 5
Views: 7084

modable map genertor

i think it would be an intresitng thing for the game if the map genartor is modible, so i can select what map style i want to play.
by karlstri
Mon Aug 11, 2014 11:46 am
Forum: Resolved Problems and Bugs
Topic: [0.10.6] powerline removed
Replies: 3
Views: 3735

[0.10.6] powerline removed

game crashes with segfualt when i a viewing the power menu when the pole im am viewing from is removed with a construction bot

to repoduce:
use deconstruction planer on an electic pole
view the electric grind stats
wait for pole to be removed

crashes with segfualt

run on a ubuntu linux 64 bit ...
by karlstri
Fri May 02, 2014 12:06 pm
Forum: Resolved Problems and Bugs
Topic: game crash 0.9.8
Replies: 1
Views: 1269

game crash 0.9.8

the followin sequnce makes the game crash

play->custom senario->create->generate [crash]

i run ubuntu 64 bit
stdout:

Downloading https://www.factorio.com/updater/get-available-versions?username=[removed_by_poster]&token=[removed_by_poster]&apiVersion=2
=> 200
No level in scenario execution ...

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