Search found 109 matches
- Sat Sep 12, 2015 4:36 pm
- Forum: Wiki Talk
- Topic: Blank pages, content visible in edit
- Replies: 18
- Views: 27930
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 / β¦ hidden somewhere...
- Sat Sep 12, 2015 2:47 pm
- Forum: Wiki Talk
- Topic: Blank pages, content visible in edit
- Replies: 18
- Views: 27930
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 upd...
- Fri Jan 30, 2015 8:27 pm
- Forum: General discussion
- Topic: Factorio Speedrun in Less Then 4 Hours!
- Replies: 28
- Views: 26854
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 "de...
- Wed Jan 07, 2015 12:21 pm
- Forum: Implemented Suggestions
- Topic: Long-handed inserters should not be fast-replaceable
- Replies: 19
- Views: 8919
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 ea...
- Sun Dec 28, 2014 2:42 pm
- Forum: News
- Topic: Friday Facts #66 - Merry christmas
- Replies: 69
- Views: 48810
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.
There's a thread in ideas/suggestions forum about advanced circuit networks, maybe you can get some sensor ideas from there.
There's a thread in ideas/suggestions forum about advanced circuit networks, maybe you can get some sensor ideas from there.
- Tue Dec 16, 2014 1:07 pm
- Forum: General discussion
- Topic: Modpacks - doing it right
- Replies: 40
- Views: 16860
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 dow...
- Sun Dec 14, 2014 9:03 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 341718
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 slo...
- Sun Dec 14, 2014 12:09 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 341718
Re: A tool to help you optimise your production lines.
@n9103: Okay, thanks β 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 ex...
- Sat Dec 13, 2014 11:44 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 341718
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 ...
- Fri Dec 12, 2014 11:21 pm
- Forum: News
- Topic: Friday Facts #64 - The plans
- Replies: 89
- Views: 74167
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.
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.
- 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: 21332
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 like...
- Fri Dec 12, 2014 12:48 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 341718
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 so...
- Tue Dec 02, 2014 4:46 pm
- Forum: General discussion
- Topic: Why having everything on a belt is a bad idea
- Replies: 29
- Views: 21436
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 ...
- Mon Nov 24, 2014 5:47 pm
- Forum: General discussion
- Topic: Faster Belt Corners
- Replies: 41
- Views: 21462
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, regardles...
- Mon Nov 24, 2014 10:31 am
- Forum: General discussion
- Topic: Faster Belt Corners
- Replies: 41
- Views: 21462
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...
- Thu Nov 13, 2014 1:14 pm
- Forum: Videos
- Topic: [Youtube] Multiplayer Playthrough
- Replies: 59
- Views: 25644
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 t...
- Tue Nov 04, 2014 5:03 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 341718
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 ...
- Mon Nov 03, 2014 12:50 pm
- Forum: Show your Creations
- Topic: 1 Hour Reddit challenge completed.
- Replies: 22
- Views: 13359
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 need 50 ...
- Mon Nov 03, 2014 10:00 am
- Forum: Show your Creations
- Topic: 1 Hour Reddit challenge completed.
- Replies: 22
- Views: 13359
Re: 1 Hour Reddit challenge completed.
38? you nailed it
How many red / red+green techs exist? I guess that's the upper limit for what can be done in 60 minutes.
How many red / red+green techs exist? I guess that's the upper limit for what can be done in 60 minutes.
- Sat Nov 01, 2014 10:13 pm
- Forum: General discussion
- Topic: PSA regarding MP Servers
- Replies: 12
- Views: 4781
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&quo...