Search found 24 matches

by ThreePounds
Thu Sep 03, 2020 9:44 am
Forum: Ideas and Suggestions
Topic: Wired lamps
Replies: 15
Views: 481

Re: Wired lamps

firstly, lamps are special in the way they are handled by the electric network to account for their rolling start and shutdown each night. So this might not behave like you'd intent right off the bat. Secondly, wouldn't that make the lamp the only entity unrelated to the electric network itself to a...
by ThreePounds
Wed Aug 05, 2020 6:24 pm
Forum: Technical Help
Topic: [0.18.38] crash updating with --apply-update
Replies: 5
Views: 149

Re: [0.18.38] crash updating with --apply-update

The log shows you having only 815MB of ram, so it might run out when updating. In that case I'm out of luck. Currently the free-tier AWS is enough for me and my friend and upgrading it to the next larger tier is hard to justify. on my headless server i just stop the game and overwrite with the file...
by ThreePounds
Wed Aug 05, 2020 1:38 pm
Forum: Technical Help
Topic: [0.18.38] crash updating with --apply-update
Replies: 5
Views: 149

Re: [0.18.38] crash updating with --apply-update

I stilll have this problem. Can someone help?

How are you guys updating your servers?
by ThreePounds
Mon Aug 03, 2020 12:21 pm
Forum: Technical Help
Topic: [0.18.38] crash updating with --apply-update
Replies: 5
Views: 149

[0.18.38] crash updating with --apply-update

Hello! I'm new to running a headless server and managing linux in general. I'm using narc0tiq's update script to download update packages, that I then try to apply to the server with --apply-update to update it to the newest version. It's currently running 0.18.38, however the problem was already pr...
by ThreePounds
Tue Sep 24, 2019 12:29 pm
Forum: News
Topic: Factorio version 0.17 - Now stable
Replies: 33
Views: 9622

Re: Factorio version 0.17 - Now stable

Wow congratulations! You guys worked hard on this and it has definitely payed out as far as I can tell. Now we're waiting for 0.18 :mrgreen: I'm dazzled by the awesome screenshot at the top of the page. What is this bright blue stuff coming out of the chemical plant and going into the output (wtf) o...
by ThreePounds
Thu Sep 19, 2019 3:55 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 146996

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

FactorioBot wrote:
Thu Sep 19, 2019 3:29 pm
Modding
  • Added 'allow_burner_leech' to inserter prototypes. If set to true, burner inserters will look in the pickup targets fuel inventory when refueling.
Interesting! Could we get this for IR? Would help immensely for the burner phase. :mrgreen:
by ThreePounds
Tue Sep 17, 2019 2:25 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 146996

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

This is as non-prestige as I can get it without starting to lose the colouring too much In case you're looking for feedback: I think the metal variants look really nice and "scrappy" now. However, the glass one looks a bit odd. My experience tells me that glass shards normally come in pretty much a...
by ThreePounds
Fri Sep 13, 2019 1:24 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 24457

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Gouldukat wrote:
Fri Sep 13, 2019 1:07 pm
Wow, why i see Mandelbrot pattern in it ?
It's an artefact of a quick and dirty tiling technique I used. You can make any texture tile-able by mirroring it along each axis once.
by ThreePounds
Fri Sep 13, 2019 1:05 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 24457

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Enderdraak wrote:
Fri Sep 13, 2019 1:04 pm
It looks nice, but is it possible to make the hight of the diamond less than the width?? to give the viewing angle more legitimacy??
That's exactly what I did.
by ThreePounds
Fri Sep 13, 2019 12:57 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 24457

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

I'm more concerned about the "perfectly grid aligned" aspect of the pattern. Looks like 4 mini-tiles per tile, perfectly parralell to normal tiles. Maybe it'd help to turn the grid 45°? or make the lines a bit more wavy. I like your idea so I just made a quick mockup to test it out. Here's 45° with...
by ThreePounds
Fri Sep 13, 2019 12:01 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 24457

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

I applaud the effort to give landfill it's own unique texture, especially because I prefer the dirt / dry dirt textures over grass as it goes better with almost every entity in the game. However, I think it suffers from the same problem as the old concrete texture: it's prefect grid pattern makes my...
by ThreePounds
Wed Sep 11, 2019 12:21 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 146996

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

mrvn wrote:
Wed Sep 11, 2019 12:06 pm
Since there are long burner inserters you can power them from the input belt if you put input and output belts on the same side.
Sounds interesting but I don't quite understand just by your description. Could you make an example for me, please?
by ThreePounds
Wed Sep 11, 2019 11:09 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 146996

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I want to highlight something that this mod does exceedingly well even when compared to professionally produced games with crafting elements. I have no clue about game design but I've come to realise that a good crafting recipe strikes a balance between components that are thematically appropriate, ...
by ThreePounds
Wed Sep 11, 2019 8:53 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 146996

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Busses are boring. Spaghetti 4 lyfe. Or do it the cool kids way and put all of the complicated stuff on a trains and just build micro bases everywhere. Preach brother! I'm about to go electric. I'm so exited! Electric inserters are a huge milestone as it means I can finally use both sides of the be...
by ThreePounds
Tue Sep 10, 2019 5:45 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 146996

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

In IR without RSO, it isn't, on purpose, won't change. But RSO can in theory put iron a long, long way away. My own feeling is that this is exactly the challenge RSO should be adding, and playing with it a bit myself, it seems OK, RNG permitting - but it's not my mod and I'm happy for orzelek/RSO t...
by ThreePounds
Tue Sep 10, 2019 2:25 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 146996

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Since you seem to like to look at bases made with IR I want to show you mine as I transition from the bronze to the iron age. I'm playing with RSO so resources in my base are about to run dry (especially copper) and I have to spend my first ingots to hopefully transition to trains. Biters are slowly...
by ThreePounds
Sat Sep 07, 2019 9:04 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 146996

Re: [MOD 0.17+] Industrial Revolution (0.9.x)

I did some throughput testing on the Long burner inserters and and to my surprise they seems to behave exactly like regular long inserters performance wise - not including the time they might spend fuelling themselves. While I had the test setup ready I confirmed my suspicion that this is true for e...
by ThreePounds
Fri Sep 06, 2019 9:39 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 146996

Re: [MOD 0.17+] Industrial Revolution (0.9.9)

I'm encountering a crash when pressing ctrl+G on any entity (e.g. stone furnace) Fixed in next version. Coolio! Is it going to be your own implementation of the burner leech mod? It does sounds powerful early on when everything is powered by burner energy. Should I replace it with said mod while I ...
by ThreePounds
Fri Sep 06, 2019 9:01 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 146996

Re: [MOD 0.17+] Industrial Revolution (0.9.9)

I'm encountering a crash when pressing ctrl+G on any entity (e.g. stone furnace) The mod Industrial Revolution caused a non-recoverable error. Please report this error to the mod author. Error while running event IndustrialRevolution::deadlock-control-burner-leech (ID 144) __IndustrialRevolution__/c...

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