
Search found 58 matches
- Fri Dec 15, 2017 9:50 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 210462
Re: [MOD 0.15.x]Helmod: Assistant to plan its base.
Can you please update for 0.16 please please? 

- Sat Dec 05, 2015 12:23 am
- Forum: News
- Topic: Friday Facts #115 - The power switch
- Replies: 66
- Views: 62362
Re: Friday Facts #115 - The power switch
I have extensively dealt with this problem of boost + stl compile times. Precompiled headers are the answer.
Have a precompiled.h that includes boost and stl headers.
What compiler are you guys using?
with visual studio, you right-click precompiled.cpp, set precompiled header to create, and set ...
Have a precompiled.h that includes boost and stl headers.
What compiler are you guys using?
with visual studio, you right-click precompiled.cpp, set precompiled header to create, and set ...
- Wed Feb 25, 2015 5:03 am
- Forum: News
- Topic: Friday Facts #74 - The brainstorming
- Replies: 106
- Views: 90939
Re: Friday Facts #74 - The brainstorming
If we could have a sim-city of sorts with colonists, and factories that make and distribute food, oxygen, housing parts, i think i'd gasm...
- Fri Sep 19, 2014 7:36 pm
- Forum: News
- Topic: Friday Facts #52 - Ups and Downs
- Replies: 32
- Views: 30342
Re: Friday Facts #52 - Ups and Downs
Don't tell me the map generation bug was the one I reported... 
https://forums.factorio.com/forum/vie ... 071#p34278

https://forums.factorio.com/forum/vie ... 071#p34278
- Mon Jun 30, 2014 5:55 pm
- Forum: News
- Topic: Friday Facts #40
- Replies: 73
- Views: 55561
Re: Friday Facts #40
I'd also like to chime in for a female model. It would directly encourage my daughter to play the game, to be a gamer, and to be an engineer. She's just not interested in anything involving a male character.
- Wed Jun 25, 2014 9:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] (harmless bug) map generation terrain mismatches
- Replies: 4
- Views: 8688
Re: [0.9.8] (harmless bug) map generation terrain mismatches
Here's some more glitchy goodness, for 0.10.1:


Save file: http://squisher.co/s/bug.zip
This time I'm pretty sure I didn't take such a convoluted path, pretty much just walked straight into the glitchy area.


Save file: http://squisher.co/s/bug.zip
This time I'm pretty sure I didn't take such a convoluted path, pretty much just walked straight into the glitchy area.
- Wed Jun 25, 2014 8:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1] requestor chest doesn't get what it wants
- Replies: 3
- Views: 4089
Re: [0.10.1] requestor chest doesn't get what it wants
Ah, you're right, requester chests dont count towards logistic count. So ignore the "how I got here" part.
The bug still stands though, in the save game there are plenty of gears in the provider, and plenty of logistic bots idle inside the roboports. It is not a material shortage issue.
The bug still stands though, in the save game there are plenty of gears in the provider, and plenty of logistic bots idle inside the roboports. It is not a material shortage issue.
- Wed Jun 25, 2014 5:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1] requestor chest doesn't get what it wants
- Replies: 3
- Views: 4089
[0.10.1] requestor chest doesn't get what it wants
http://squisher.co/s/bug.zip
The requestor chest I'm standing next to, (for the conveyor belt factory) isn't getting any gear deliveries even though there are plenty in the providor chests (there's one just to the north.)
If you change the requested gear count on the requestor chest, forcing a ...
The requestor chest I'm standing next to, (for the conveyor belt factory) isn't getting any gear deliveries even though there are plenty in the providor chests (there's one just to the north.)
If you change the requested gear count on the requestor chest, forcing a ...
- Wed Jun 25, 2014 4:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] sometimes can't place blueprints
- Replies: 8
- Views: 6176
Re: [0.9.8] sometimes can't place blueprints
ugh, this just happened to me again in 0.10.1. I even reproduced it a couple times by repeating about 5 minutes worth of random things, but couldn't isolate the reason. As usual, the saving and loading fixes it. I compared F5 debug graphics before and after, and saw no differences. The blueprint was ...
- Tue Jun 24, 2014 4:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1][Linux] Loading save file problem - Package lock
- Replies: 2
- Views: 1994
Re: [0.10.1][Linux] Loading save file problem - Package lock
Duplicate of https://forums.factorio.com/forum/vie ... =30&t=4440
Will be fixed in 0.10.2
Will be fixed in 0.10.2
- Tue Jun 24, 2014 4:53 pm
- Forum: Duplicates
- Topic: [0.4.1] Sound Delay in Ubuntu Linux
- Replies: 5
- Views: 6339
Re: [0.4.1] Sound Delay in Ubuntu Linux
Duplicated here https://forums.factorio.com/forum/vie ... 9&start=20 <-- includes more info + a possible solution.
- Tue Jun 24, 2014 3:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.* & 0.8.8] Major sound delay on Linux
- Replies: 31
- Views: 21714
Re: [0.9.* & 0.8.8] Major sound delay on Linux
To summarize the solution, posted by Nemoder and Dedas:
1. Create or edit /etc/allegro5rc, and set to:
[graphics]
driver=default
[audio]
driver=oss
2. Start the game with "padsp ./factorio" (padsp is included in the pulsaudio-utils package)
(there should be no need to restart pulseaudio).
This ...
1. Create or edit /etc/allegro5rc, and set to:
[graphics]
driver=default
[audio]
driver=oss
2. Start the game with "padsp ./factorio" (padsp is included in the pulsaudio-utils package)
(there should be no need to restart pulseaudio).
This ...
- Tue Jun 24, 2014 2:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.x] Logistic robots carry "maximum" isntead of "needed"
- Replies: 23
- Views: 9690
Re: [0.10.x] Logistic robots carry "maximum" isntead of "nee
And still having them carry as much as requested and not as much as they can would save those logistic robots a lot of extra motion.
I disagree. On a large scale that could drain your available logistic robot count. Suppose an assembler consumes a single item, depleting its requestor chest by one ...
I disagree. On a large scale that could drain your available logistic robot count. Suppose an assembler consumes a single item, depleting its requestor chest by one ...
- Tue Jun 24, 2014 2:57 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1][slpwnd] rotating locomotive doesn't rescan path
- Replies: 1
- Views: 1261
[0.10.1][slpwnd] rotating locomotive doesn't rescan path
Ascii screenshot!
A
=====L>======
B
A and B are stations. L> is a locomotive facing east. == are tracks.
stop the train
put only A on its schedule
start the train
(no path)
mouseover the train and press the hotkey to rotate it
(no path)
stop and start the train
(it drives to A)
I think that ...
A
=====L>======
B
A and B are stations. L> is a locomotive facing east. == are tracks.
stop the train
put only A on its schedule
start the train
(no path)
mouseover the train and press the hotkey to rotate it
(no path)
stop and start the train
(it drives to A)
I think that ...
- Mon Jun 23, 2014 4:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1][kovarex] overlapping turrets with blueprints
- Replies: 1
- Views: 1255
[0.10.1][kovarex] overlapping turrets with blueprints
normally when you place a blueprint, you can overlap existing buildings. But turrets cannot be overlapped if they are facing a different direction. It's not possible to work around this issue by always using (for example) north-facing turrets, because they will regularly point themselves in other ...
- Mon Jun 23, 2014 1:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1][kovarex] "bad allocation" crash - reproducable
- Replies: 3
- Views: 2376
- Mon Jun 23, 2014 3:40 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1][kovarex] "bad allocation" crash - reproducable
- Replies: 3
- Views: 2376
[0.10.1][kovarex] "bad allocation" crash - reproducable
http://squisher.co/s/bad_allocation.zip
storage chest should be open
ctrl-click constructor bots into hotbar
close storage chest
press the hotkey to flip bottom row of toolbelt to top
press the hotkey to pick up the constructor bots
ctrl click on roboport twice
a bot rebuilds the destroyed smart ...
storage chest should be open
ctrl-click constructor bots into hotbar
close storage chest
press the hotkey to flip bottom row of toolbelt to top
press the hotkey to pick up the constructor bots
ctrl click on roboport twice
a bot rebuilds the destroyed smart ...
- Sat Jun 21, 2014 2:00 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1][kovarex] Error loading save
- Replies: 39
- Views: 22318
Re: [0.10.1] Error loading save
Yikes! same problem here! Win7, 64 bit. Created fresh game to try it out. All i did was plop the mining drill, save, and restart the game. Error!
Let me know if any more info is needed.
Let me know if any more info is needed.
- Fri Jun 20, 2014 9:54 pm
- Forum: Implemented Suggestions
- Topic: Add "Show pollution on map when detailed info info is on"
- Replies: 9
- Views: 9960
Re: Add "Show pollution on map when detailed info info is on
The map accessible by pressing 'm' (by default)sillyfly wrote:When you say "map", do you mean the actual game screen, or the map accessible by pressing 'm' (by default) ?
- Fri Jun 20, 2014 9:00 pm
- Forum: Releases
- Topic: Version 0.10.1
- Replies: 36
- Views: 43626
Re: Version 0.10.1
Amazing job guys!!! Love the update!!!