Search found 21 matches

by Nathan1852
Sun Apr 14, 2019 11:35 am
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 133577

Re: [0.17] Please post bugs and balance issues here.

I've attached a save, although I think you have to download the ModpackFixes mod manually. I tried to diagnose the problem myself and I found out that all the processor recipes have two recipe variants ( normal and expensive ), but no actual duplicates. They are also disabled, but factorio still thi...
by Nathan1852
Sat Apr 13, 2019 10:12 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 133577

Re: [0.17] Please post bugs and balance issues here.

I've attached my mod-list.json, the ModpackFixes mod is from the modpack specific files of this modpack
by Nathan1852
Sat Apr 13, 2019 9:17 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 133577

Re: [0.17] Please post bugs and balance issues here.

I'm getting the "Duplicate item ingredients are not allowed" error with bobs modules since 0.17.25 for all kinds of processor recipes ( speed-processor, effectivity-processor and more )
by Nathan1852
Mon Apr 01, 2019 7:02 am
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 42051

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

There seems to be another problem after the latest Update:
by Nathan1852
Thu May 18, 2017 6:07 pm
Forum: 1 / 0 magic
Topic: [0.15.3] Failed to create display [Radeon/DirectX] (MR)
Replies: 11
Views: 5367

Re: [0.15.3] Failed to create display [Radeon/DirectX] (MR)

Yes, it still happens after a reboot

Edit: It works when I set --force-opengl as launch option
by Nathan1852
Thu May 18, 2017 4:04 pm
Forum: 1 / 0 magic
Topic: [0.15.3] Failed to create display [Radeon/DirectX] (MR)
Replies: 11
Views: 5367

[0.15.12] Failed to load window icon

After updating to 0.15.12 I can't start factorio anymore. Verifying the game chache through steam and completely redownloading the game didn't help. I checked, the image exists with that name It also seems that the window tries to open multiple times, the icon in the taskbar disappears and reappears...
by Nathan1852
Wed Jul 06, 2016 7:51 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 311160

Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.0.9 - (Formally Bio-Farm)

The last update really causes performance problems! It almost halfes my FPS/UPS
by Nathan1852
Mon Apr 11, 2016 3:49 pm
Forum: Technical Help
Topic: following peers are not responding unknown username
Replies: 2
Views: 1502

Re: following peers are not responding unknown username

I'm having the same problem with a dedicated server. The player tries to connect, but only times out ith an unknown username
by Nathan1852
Tue Jun 02, 2015 10:10 pm
Forum: Mods
Topic: [Mod 0.11.22] CyberChest 0.9.0
Replies: 58
Views: 43199

Re: [Mod 0.11.22] CyberChest 0.7.0

This version is so much better. It uses about 0.8
Thank you very much for that fast fix
by Nathan1852
Tue Jun 02, 2015 9:02 pm
Forum: Mods
Topic: [Mod 0.11.22] CyberChest 0.9.0
Replies: 58
Views: 43199

Re: [Mod 0.11.22] CyberChest 0.7.0

It would take three update calls instead of one for a recipie with three ingredients. I don't think it would slow down much
by Nathan1852
Tue Jun 02, 2015 8:54 pm
Forum: Mods
Topic: [Mod 0.11.22] CyberChest 0.9.0
Replies: 58
Views: 43199

Re: [Mod 0.11.22] CyberChest 0.7.0

Yes, it wold call waiting every update until all items would be in the assembler
by Nathan1852
Tue Jun 02, 2015 8:48 pm
Forum: Mods
Topic: [Mod 0.11.22] CyberChest 0.9.0
Replies: 58
Views: 43199

Re: [Mod 0.11.22] CyberChest 0.7.0

But that just means, there would be another, slightly different loop. So the loop isn't gone. It would be a different loop,yes. But it is more spread out instead of 'spikes'. Edit: When I tried to fix it, I spread it out, just like I described. It changed the delay from 7.170 to about 0.5, as I des...
by Nathan1852
Tue Jun 02, 2015 8:37 pm
Forum: Mods
Topic: [Mod 0.11.22] CyberChest 0.9.0
Replies: 58
Views: 43199

Re: [Mod 0.11.22] CyberChest 0.7.0

The new version didn't do much, sadly. What I tried to do was to remove the first for loop in the cyberchest.wait_for_ingredients call. It seems to use the most time, since it does a lot with inventories and the items around it. When this loop isn't there, it saves a lot of time You could replace th...
by Nathan1852
Tue Jun 02, 2015 8:09 pm
Forum: Mods
Topic: [Mod 0.11.22] CyberChest 0.9.0
Replies: 58
Views: 43199

Re: [Mod 0.11.22] CyberChest 0.7.0

The problem with sels:state() is that it can cause many functioncalls after each other.
This wouldn't be a problem if some of the functions wouldn't take long to finish.
by Nathan1852
Tue Jun 02, 2015 7:34 pm
Forum: Mods
Topic: [Mod 0.11.22] CyberChest 0.9.0
Replies: 58
Views: 43199

Re: [Mod 0.11.22] CyberChest 0.7.0

I have four chests. EDIT: The fix isn't working atm, I'm working on it I experimented a little bit and it seems like I found a fix by changing the start of cyberchest.initialize_assembler to this: function cyberchest.initialize_assembler(self) local recipe_name = self:getorder().name self._actnumber...
by Nathan1852
Tue Jun 02, 2015 6:23 pm
Forum: Mods
Topic: [Mod 0.11.22] CyberChest 0.9.0
Replies: 58
Views: 43199

Re: [Mod 0.11.22] CyberChest 0.7.0

Sadly it seems like the script used by the cyberchests is not very optimised. Could you look at it again?
2015-06-02_00003.jpg
2015-06-02_00003.jpg (691.69 KiB) Viewed 14631 times
by Nathan1852
Thu Nov 27, 2014 11:17 pm
Forum: Mods
Topic: [dead] Wagons: More train stuff
Replies: 140
Views: 90622

Re: [dead] Wagons: More train stuff

When you want to discontinue the mod, would you mind if I took over?
I would love to use the wagons provided by the mod in 0.11.x, maybe even add some by my own.
You of course would be credited as the original creator of the mod.
by Nathan1852
Sat Nov 08, 2014 9:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.1] Performance on windows 32 bit vs 64 bit
Replies: 8
Views: 4346

Re: [0.11.1] Performance on windows 32 bit vs 64 bit

It would be nice if we get a fix for this soon, as this makes playing the game pretty annoying I've made some screenshots of the tool Boogieman14 used. There is nothing in the log files or in the debug stats shown ingame that seems to be affected by this ss (2014-11-09 at 12.28.45).png ss (2014-11-0...
by Nathan1852
Sat Nov 08, 2014 11:46 am
Forum: Resolved Problems and Bugs
Topic: [0.11.1] Performance on windows 32 bit vs 64 bit
Replies: 8
Views: 4346

Re: [0.11.1] Performance on windows 32 bit vs 64 bit

I'm having the same problem, no idea what might be causing it
by Nathan1852
Tue Jun 10, 2014 11:34 am
Forum: Mods
Topic: [MOD 0.11.x] Planning-Tool-Mod v0.3.0
Replies: 22
Views: 38248

Re: [MOD 0.10.0] Planning-Tool-Mod v0.2.1

Thank you for your quick fix :)

Now i have a request: would it be possible in rectangle mode to have the width and height of the rectangle somewhere?
So that I can read how long the rectangle will be? It sure would help for big ones :)

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