Search found 164 matches
- Thu Aug 13, 2020 6:06 am
- Forum: Releases
- Topic: Version 0.18.47
- Replies: 19
- Views: 16481
Re: Version 0.18.47
What build are you running (OS and Steam/standalone?), Kind of goofy assuming I use Steam, which I do not. Hiladdar Kind of goofy of you to to assume posila assumed something when he explicitly asked if you used Steam and definitely didn't assume it. I think this sentence is what was being referred...
- Wed Jul 10, 2019 6:25 am
- Forum: Releases
- Topic: Version 0.17.54
- Replies: 55
- Views: 31337
Re: Version 0.17.54
Are you suggesting deaf players shouldn't be able to play the game either because they cannot hear it? They can simply install PulseAudio, even if they won't use it. Again, PulseAudio is installed by default on every modern distro, so for the majority of people that means they don't have to do anyt...
- Mon Jul 08, 2019 7:55 am
- Forum: Releases
- Topic: Version 0.17.54
- Replies: 55
- Views: 31337
Re: Version 0.17.54
Are you suggesting deaf players shouldn't be able to play the game either because they cannot hear it? They can simply install PulseAudio, even if they won't use it. Again, PulseAudio is installed by default on every modern distro, so for the majority of people that means they don't have to do anyt...
- Sun Jul 07, 2019 4:50 am
- Forum: Releases
- Topic: Version 0.17.54
- Replies: 55
- Views: 31337
Re: Version 0.17.54
Yeah, that would be not a bug. And yes, actually using Pulse is not mandatory, you still have the option of using ALSA or OSS, but you need the libpulse.so library. The above error is what happens when pulse is not installed. As pulse is listed as a dependency, this is an expected error. This is al...
- Sat Jul 06, 2019 6:23 am
- Forum: Releases
- Topic: Version 0.17.54
- Replies: 55
- Views: 31337
Re: Version 0.17.54
Yeah, that would be not a bug. And yes, actually using Pulse is not mandatory, you still have the option of using ALSA or OSS, but you need the libpulse.so library. The above error is what happens when pulse is not installed. As pulse is listed as a dependency, this is an expected error. This is al...
- Wed Jun 12, 2019 3:46 am
- Forum: Releases
- Topic: Version 0.17.48
- Replies: 13
- Views: 12131
Re: Version 0.17.48
Added a sanity check to LuaForce::chart() that errors on large sizes instead of trying to use 71,000 gigabytes of RAM. That is a hell of a lot of ram, servers dont even have that much! We have a pair of 64TByte machines, but I´ll get either shot by the other admins for trying to install or we´ll ru...
- Fri May 31, 2019 3:35 am
- Forum: Releases
- Topic: Version 0.17.44
- Replies: 20
- Views: 14041
Re: Version 0.17.44
Just wanted to say thanks for all the support on the Linux side!
- Tue May 21, 2019 7:41 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Modular Extensible PnP Factory
- Replies: 76
- Views: 165749
Re: Modular Extensible PnP Factory
I still use it for mid-game. I build a basic early game red science factory, steal belts and iron from it to build this style bus for all red/green, and then add blue on the end of the belt. Once I need more than r/g/b science, I tend to switch to a bot based compact system of assembler rows.
- Tue May 21, 2019 5:56 am
- Forum: Off topic
- Topic: How to build a Dyson Sphere
- Replies: 15
- Views: 12143
Re: How to build a Dyson Sphere
https://en.wikipedia.org/wiki/Ringworld_series
The books revolve (ha!) around finding an artificial ring around a star. Not an entire sphere, but possibly easier to build because of the lesser material requirements and ease of simulating day/night.
The books revolve (ha!) around finding an artificial ring around a star. Not an entire sphere, but possibly easier to build because of the lesser material requirements and ease of simulating day/night.
- Tue May 14, 2019 3:29 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.1] Copy BP into Quickbar
- Replies: 5
- Views: 3723
Re: [0.17.1] Copy BP into Quickbar
Fixed in Version: 0.17.38. When a temporary blueprint(e.g. blueprint from copy) is placed in the quickbar, the blueprint won't be destroyed when clearing the cursor and instead moved to the inventory. Thanks. This is amazing, THANK YOU!!!! No more "lets cut this and move... oh no, where did th...
- Fri Apr 19, 2019 8:44 am
- Forum: General discussion
- Topic: What mods are you using - and why?
- Replies: 69
- Views: 29117
Re: What mods are you using - and why?
Long list incoming! AAI suite: Chain gunners are better than turret creeping, auto-pathing delivery vehicles and fun with circuits! Ammo Loader: Self explanatory. Auto Deconstruct: Self explanatory. Bio Industries: Surrounding my base with trees grown from saplings is fun. Bob's suite: I usually dis...
- Wed Apr 03, 2019 4:05 am
- Forum: Releases
- Topic: Version 0.17.23
- Replies: 67
- Views: 41588
Re: Version 0.17.23
I've always said, that if one knows how to program, one should be able to program in any language after a very short time (functional languages, and things like assembly, excluded). You won't be an expert in it, necessarily, but you should be able to do most routine work. Programming is programming...
- Mon Apr 01, 2019 12:59 pm
- Forum: Releases
- Topic: Version 0.17.23
- Replies: 67
- Views: 41588
Re: Version 0.17.23
Neither mod that I currently maintain were broken by this update, but I am getting regular crashes when saving causing corrupt save files. Hopefully the crash report uploads are helping.
- Thu Feb 28, 2019 7:20 am
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 170841
Re: Friday Facts #283 - Prepare to Launch
If you are in hour 150 and you die of bitter attack, you have no one to blame but yourself. That was an example. As a player who won't accept losses in this game I don't know what the rest of you expect. What is an approximate maximum number of hours in which losing all your work would not be your ...
- Wed Feb 27, 2019 6:17 am
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 170841
Re: Friday Facts #283 - Prepare to Launch
f you are in hour 150 and you die of bitter attack, you have no one to blame but yourself. That was an example. As a player who won't accept losses in this game I don't know what the rest of you expect. What is an approximate maximum number of hours in which losing all your work would not be your o...
- Tue Feb 26, 2019 4:39 am
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 170841
Re: Friday Facts #283 - Prepare to Launch
I find it odd that so few people play at a level which includes the possibility of losing? I die from biters more than 75% of the time and love that I fail. If a game takes less than 2 hours to play, losing is fine. If I'm in hour 150 of a factory no way am I restarting for any reason other than th...
- Mon Feb 25, 2019 11:48 am
- Forum: General discussion
- Topic: Question about mods
- Replies: 5
- Views: 2771
Re: Question about mods
I would suggest including bob's extra inserters, they make complex builds so much more fun to build because of the expanded access to inventories.
I play with this one even if I do not use the rest of bobs at all.
I play with this one even if I do not use the rest of bobs at all.
- Sat Feb 23, 2019 5:15 am
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 170841
Re: Friday Facts #283 - Prepare to Launch
Please make the red and blue belts slow down the biters a bit more. I understand needing them to be able to overcome blue belts to prevent entirely breaking them, but I think the speed penalty rate should be the same as for players. (This way, they would still catch up to a player running against a ...
- Thu Mar 08, 2018 8:53 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585411
Re: [MOD 0.14] AAI Programmable Vehicles
Not sure where else to post this so I will put it here. I have created a blueprint for a controller structure to send a miner to an ore patch, a hauler to the miner until a specified amount of resource is in the hauler, returning it to a depot and sending back out to the miner. AAI.png CC at the bot...
- Sun Mar 04, 2018 11:03 am
- Forum: Mods
- Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
- Replies: 93
- Views: 97572
Re: [MOD 0.12.x] Compression Chests: virtually unlimited storage
Since this mod has not been officially updated for two factorio versions now, I decided to update it.
I have modified the original 0.14 version to work with 0.16 and posted it as a new mod here:
https://mods.factorio.com/mod/CompressionChests2
I have modified the original 0.14 version to work with 0.16 and posted it as a new mod here:
https://mods.factorio.com/mod/CompressionChests2