Search found 109 matches

by Blackence
Sat Sep 12, 2015 4:36 pm
Forum: Wiki Talk
Topic: Blank pages, content visible in edit
Replies: 18
Views: 28537

Re: Blank pages, content visible in edit

Well, updating the MediaWiki software is quite important anyway. Or did someone backport security fixes to the 1.19.3 version currently in use?

So maybe this is a good time to upgrade to the current stable release. And maybe check if there's some kind of spam bot / botnet client / … hidden ...
by Blackence
Sat Sep 12, 2015 2:47 pm
Forum: Wiki Talk
Topic: Blank pages, content visible in edit
Replies: 18
Views: 28537

Re: Blank pages, content visible in edit

Maybe this? https://www.mediawiki.org/wiki/Manual:Errors_and_symptoms#All_pages_have_no_content.2C_but_when_editing_a_page_the_wiki_text_is_there

All pages have no content, but when editing a page the wiki text is there [..] This is caused by a change in PCRE 8.34. You need to downgrade PCRE, or ...
by Blackence
Fri Jan 30, 2015 8:27 pm
Forum: General discussion
Topic: Factorio Speedrun in Less Then 4 Hours!
Replies: 28
Views: 27968

Re: Factorio Speedrun in 4:44 (EDIT: Video's are up!)

Good point on using the heavy and light oil for power, I didn't think of that. Just hooking up a couple boilers and steam engines (does someone know how much fluid/s a boiler uses?) might save time, as I'd have to set up power anyway.

You could simply use 2 steam engines (and 0 boilers) to ...
by Blackence
Wed Jan 07, 2015 12:21 pm
Forum: Implemented Suggestions
Topic: Long-handed inserters should not be fast-replaceable
Replies: 19
Views: 9792

Re: Long-handed inserters should not be fast-replaceable

No, sillyfly is right. It makes no sense to replace a short-handed inserter with a long-handed one.

It never happened to me, but it really makes no sense. It's like fast-replacing belts with inserters.

The only argument in favour of allowing this is probably "it makes re-designing my factory ...
by Blackence
Sun Dec 28, 2014 2:42 pm
Forum: News
Topic: Friday Facts #66 - Merry christmas
Replies: 69
Views: 52137

Re: Friday Facts #66 - Merry christmas

The 0.12 circuit network plans sound awesome. Exactly what I was waiting for, and so far my modding attempts have not been very successful. :cry:

There's a thread in ideas/suggestions forum about advanced circuit networks, maybe you can get some sensor ideas from there.
by Blackence
Tue Dec 16, 2014 1:07 pm
Forum: General discussion
Topic: Modpacks - doing it right
Replies: 40
Views: 18794

Re: Modpacks - doing it right

Well, we're all bound by local laws. And most of us are probably not lawyers, at least I'm not.

In my case (Germany, which is probably similar to most countries when it comes to copyright laws), I think it is illegal to take a file that someone offers for download, then modify it by adding other ...
by Blackence
Sun Dec 14, 2014 9:03 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 358775

Re: A tool to help you optimise your production lines.

$ ./FactorioLoader.lua /home/xxx/factorio/data/base/
This runs for a very long time, but never prints anything to stdout. The stacktrace when ctrl+c-ing the script after a few seconds indicates that it's at "./library/loader/loader.lua:98". Maybe an infinite loop, or is it really that slow ...
by Blackence
Sun Dec 14, 2014 12:09 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 358775

Re: A tool to help you optimise your production lines.

@n9103: Okay, thanks – that's a hint. Now the problem is that this error occurs in a file that is part of Factorio, and it works with Factorio, but fails when trying to use that file with Lua 5.2 (i.e. Foreman). Maybe the "module" variable no longer exists in 5.2, or at least it doesn't exist under ...
by Blackence
Sat Dec 13, 2014 11:44 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 358775

Re: A tool to help you optimise your production lines.

Hm. Lua is lua. (A bit simplistic view, I know :) )
Of course :) However, as you can see from this git repo and its history (it's the lua version used in the Foreman tool), there are a lot of API breaking changes between the "NLua-lua" and official lua. Just one example here . They add a lot of ...
by Blackence
Fri Dec 12, 2014 11:21 pm
Forum: News
Topic: Friday Facts #64 - The plans
Replies: 89
Views: 79245

Re: Friday Facts #63 The plans

Smaller save files? great! :)

The "fixed-point floats" should be "fixed-point numbers" though. If the decimal point (or should we say "binary point"?) is fixed, it's no longer floating. :ugeek: :mrgreen:
by Blackence
Fri Dec 12, 2014 1:14 am
Forum: Ideas and Suggestions
Topic: Thoughts about circuit network (while I'm just on it)
Replies: 36
Views: 23587

Re: Thoughts about circuit network (while I'm just on it)

Oh, I don't mind late responses since it often takes me quite a while to get around to posting as well. ;)

Now I think I understand the red/green wires + bridging ideas. I still haven't looked at the API (haven't even played 0.11 yet… :( ), so I don't know if it's possible to do that. It sounds ...
by Blackence
Fri Dec 12, 2014 12:48 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 358775

Re: A tool to help you optimise your production lines.

As I said on the previous page, there are 2 issues: One is easy to fix (adapt to 0.11 format of some lua files), but I don't know how to fix the other one. The source code doesn't help in this case. This tool does not use the same version of lua as Factorio does to load game files. Maybe there is ...
by Blackence
Tue Dec 02, 2014 4:46 pm
Forum: General discussion
Topic: Why having everything on a belt is a bad idea
Replies: 29
Views: 22997

Re: Why having everything on a belt is a bad idea

It's important to remember that this game is not mainly about building rocket defense. Sure, it's the official end of game, but most of us probably have their own ideas of how to play and what to do.

So if you're not trying to achieve perfect efficiency, putting everything on a belt might be a nice ...
by Blackence
Mon Nov 24, 2014 5:47 pm
Forum: General discussion
Topic: Faster Belt Corners
Replies: 41
Views: 23115

Re: Faster Belt Corners

Well, my point was that we shouldn't call the old behaviour "realistic", because most real material handling systems are probably designed so corners don't cause jams (assuming that the conveyor can handle jams, like in Factorio). I'm not saying that factorio belts are realistic, regardless of ...
by Blackence
Mon Nov 24, 2014 10:31 am
Forum: General discussion
Topic: Faster Belt Corners
Replies: 41
Views: 23115

Re: Faster Belt Corners

A switch, which turns on "realistic slowdown in belt corners".

I'm not sure if the slowdown in corners is actually realistic. I should probably know since I minored in logistics (esp. intra-logistics / material handling), but I don't. :D

See for example this video: https://www.youtube.com/watch ...
by Blackence
Thu Nov 13, 2014 1:14 pm
Forum: Videos
Topic: [Youtube] Multiplayer Playthrough
Replies: 59
Views: 27486

Re: [Youtube] Multiplayer Playthrough

When I *really* want to fill a yellow belt, I just use red belts at the furnaces where inserters have difficulties finding a free spot on the iron plate belt. This will enlarge gaps between iron plates and inserters can drop their items. Then switch to yellow belt again where no more inserters try ...
by Blackence
Tue Nov 04, 2014 5:03 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 358775

Re: A tool to help you optimise your production lines.

The fix for this issue appears to be quite easy: Change "smelting_speed" in DataCache.cs, line ~465, to "crafting_speed" and "smelting_categories" to "crafting_categories". There was some work to unify assembling machines and furnaces for 0.11, so these names have changed.

However, the "attempt to ...
by Blackence
Mon Nov 03, 2014 12:50 pm
Forum: Show your Creations
Topic: 1 Hour Reddit challenge completed.
Replies: 22
Views: 14122

Re: 1 Hour Reddit challenge completed.

In v0.10 there's 87.
Wow :o

if you manage to research everything in a single cycle it will still take you 40 minutes before you research all red + green tech.
Oh. Setting up a massive red science pack production and a lot of labs (I guess 10 should be enough for a minute or two, but you'll ...
by Blackence
Mon Nov 03, 2014 10:00 am
Forum: Show your Creations
Topic: 1 Hour Reddit challenge completed.
Replies: 22
Views: 14122

Re: 1 Hour Reddit challenge completed.

38? you nailed it :D

How many red / red+green techs exist? I guess that's the upper limit for what can be done in 60 minutes.
by Blackence
Sat Nov 01, 2014 10:13 pm
Forum: General discussion
Topic: PSA regarding MP Servers
Replies: 12
Views: 5200

Re: PSA regarding MP Servers

Is it actually PVP? I always thought this was co-op. Or do we get to decide on our play style and -root prefers PVP? I haven't tested multiplayer yet, and it seems like I won't be able to do so for some time because the game decided that it prefers crashing over playing. :cry:

Or maybe "PVP" was ...

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