Search found 26 matches
- Wed Dec 30, 2015 4:29 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 497
- Views: 576329
Re: Let's see your clever builds
My friend has created Christmas Light Show using the circuit. :lol: I had never seen anything like this, do you guys have seen? https://www.youtube.com/watch?v=indN4kcshB0 https://pbs.twimg.com/media/CWMPEXPVEAA3XIC.png Love it! Should totally fix the light colors tho :-P http://www.webmail.factori...
- Fri Aug 21, 2015 6:39 am
- Forum: Pending
- Topic: [0.12.4] "Viewing" Blueprints Cause MP to Freeze
- Replies: 10
- Views: 13098
Re: [0.12.4] "Viewing" Blueprints Cause MP to Freeze
Weird. I will do more testing on my end and see what I can figure out. (I have a feeling it has to do with her PC being on the lower end, ie. the blueprint is too big for her pc, but not too big for mine.)
- Monk
- Monk
- Thu Aug 20, 2015 9:23 am
- Forum: Pending
- Topic: [0.12.4] "Viewing" Blueprints Cause MP to Freeze
- Replies: 10
- Views: 13098
Re: [0.12.4] "Viewing" Blueprints Cause MP to Freeze
Oh, here is a completely vanilla save on 0.12.4. Do the following: 1) One person load the save to "create" a MP game. (With username = "tjmonk15") 2) Hover over blueprint in hotbar to see preview. Game works fine. 3) 2nd person joins game AND starts running in a direction. 4) Pla...
- Thu Aug 20, 2015 8:47 am
- Forum: Pending
- Topic: [0.12.4] "Viewing" Blueprints Cause MP to Freeze
- Replies: 10
- Views: 13098
Re: [0.12.4] "Viewing" Blueprints Cause MP to Freeze
... If you load up the game as you on her computer are you able to view the blueprint there? It looks like it might just be a PC limit (not powerful enough) depending on the graphic card in that computer. Not sure how to load the game as me on her PC from a zip install? But even if that were the ca...
- Wed Aug 19, 2015 10:04 pm
- Forum: Pending
- Topic: [0.12.4] "Viewing" Blueprints Cause MP to Freeze
- Replies: 10
- Views: 13098
Re: [0.12.4] "Viewing" Blueprints Cause MP to Freeze
I thought I mentioned it in the original post, guess I didn't. But its works fine in a MP game as long as I am the only one in the game. As soon as my fiance joins, when looking at the blueprint she is unable to move or do anything. My PC: AMD Phenom II X4 965 BE (4-core @ 3.4GHz) 16GB DDR3 (DDR3-16...
- Wed Aug 19, 2015 9:17 am
- Forum: Pending
- Topic: [0.12.4] "Viewing" Blueprints Cause MP to Freeze
- Replies: 10
- Views: 13098
Re: [0.12.4] "Viewing" Blueprints Cause MP to Freeze
Mods folder and Save attached.
I assume inventories are saved by user, so my username in game is tjmonk15. there will be a blueprint on the hotbar, just hover over it and the simulation well effectively freeze.
- Monk
I assume inventories are saved by user, so my username in game is tjmonk15. there will be a blueprint on the hotbar, just hover over it and the simulation well effectively freeze.
- Monk
- Tue Aug 18, 2015 11:50 am
- Forum: Pending
- Topic: [0.12.4] "Viewing" Blueprints Cause MP to Freeze
- Replies: 10
- Views: 13098
[0.12.4] "Viewing" Blueprints Cause MP to Freeze
Hey all, First off, long night of gaming with drinking involved. So pardon to spelling errors, and the lack of in depth testing. That being said, my fiance and I were playing on a MP map (3rd or so night or playing on the map) with a few minor mods (Treefarm is the largest.) Not 100% sure this is a ...
- Sun Aug 16, 2015 9:41 am
- Forum: Gameplay Help
- Topic: 'T' junction issues / belts no longer drop at end
- Replies: 3
- Views: 6329
Re: 'T' junction issues / belts no longer drop at end
Course, I also think the belts' movement should be locked equally to both sides so I'm just a glutton for making things difficult. That's how it works now. The rewrite of the belt mechanics caused the issue you were having, and also solved the corner slow-down (that I assume you were reffering to j...
- Tue Aug 11, 2015 9:39 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 144204
Re: [0.12.x] Science Cost Tweaker Mod
... Thanks for the information. I'll try and find out which mod combo is causing the strange interaction. EDIT 1: I've setup the same mod-pack and I can reproduce the problem. Busy looking into it now. EDIT 2: As you suspected, it is the Peacemod 0.1.1 mod. The fix is to add it as a dependency in t...
- Sun Aug 09, 2015 11:21 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 144204
Re: [0.12.x] Science Cost Tweaker Mod
Had you already researched alien technology before installing the mod? It appears I have a problem in my migration scripts. See my reply below to @hitzu, if that is the case. If not, can you tell me what version of the mod you are using? Started a brand new game (MP) after getting all the mods toge...
- Sat Aug 08, 2015 9:51 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 144204
Re: [0.12.x] Science Cost Tweaker Mod
Can't seem to make science pack 4's. Can't find the recipes for QL Bio-Processors or Neural Overclockers anywhere. I just used the default settings, and am also playing with a few other mods, peacemod conflict might be the issue here? - Monk P.S. Other mod that might affect this that I am running: A...
- Sat Jul 18, 2015 6:17 am
- Forum: Gameplay Help
- Topic: Expired blueprint refresh
- Replies: 4
- Views: 5872
Re: Expired blueprint refresh
Shift-click
- Monk
- Monk
- Thu Jul 16, 2015 6:47 pm
- Forum: Pending
- Topic: [0.11.22] [pending] Crash on Windows 10 [AMD graphics card related probably]
- Replies: 9
- Views: 17108
Re: [0.11.22] Crash on Windows 10 [AMD graphics card related probably]
I've seen a similar error on my GFs laptop (AMD Card as well) and a few other times on these forums. One thing i noticed is that the texture size(s) for the atlas are not powers of 2 in each of these instances. Not sure if that is still a thing these days with video cards, but I know it used to be a...
- Tue Jun 30, 2015 4:29 am
- Forum: Modding discussion
- Topic: Visual Studio Lua Plugin!
- Replies: 7
- Views: 12885
Re: Visual Studio Lua Plugin!
I found this plugin as well the other day, but I could not get debugging to work within factorio. Were you able to actually debug a mod with this plugin?
- Monk
- Monk
- Sun Jun 28, 2015 7:47 pm
- Forum: Technical Help
- Topic: Unexpected error occurred
- Replies: 1
- Views: 1758
Re: Unexpected error occurred
Sounds like you might be running out of VRAM. How much RAM does that PC have? And how much of it is shared with the video card?
- Monk
- Monk
- Sun Jun 28, 2015 4:55 am
- Forum: Gameplay Help
- Topic: Chemical Factory not accepting input. (.11.22)
- Replies: 11
- Views: 9598
Re: Chemical Factory not accepting input. (.11.22)
Hit alt and play with that "UI" turned on, it will help a lot.
- Monk
- Monk
- Tue Jun 16, 2015 4:46 am
- Forum: Gameplay Help
- Topic: A Detailed Look at a Bidirectional Three-way Train Intersection
- Replies: 11
- Views: 41370
- Tue Jun 02, 2015 3:44 am
- Forum: General discussion
- Topic: Community Made modding API
- Replies: 23
- Views: 13148
Re: Community Made modding API
That is far from correct, you can always alter the binary while it is running and do what-ever hooks you want. True, and this is how forge (sort of) works. Forge luckily has lots of metadata from Java to be able to find and patch things more easily. For Factorio, this would be a nightmare, as every...
- Mon Jun 01, 2015 5:07 pm
- Forum: General discussion
- Topic: Community Made modding API
- Replies: 23
- Views: 13148
Re: Community Made modding API
C++ isn't really hard if you already know java they are both object oriented its a easy transition. C++ is not object oriented after you compile it. :lol: yes but thats for the computer to sort through not you after compiling x3 ... *rolls eyes* If you actually knew how forge worked, and had any id...
- Fri May 29, 2015 6:57 am
- Forum: Show your Creations
- Topic: My Iron and Copper system, with buffer
- Replies: 16
- Views: 23935
Re: My Iron and Copper system, with buffer
... This is very true, I do use buffers for loading and unloading trains. I guess I'm talking more about using buffers at every stage during a production line, I just don't see a point to it. Ah, in that case I agree. I only use buffers right at train load/unload and right after smelting. One big p...