Search found 233 matches

by fregate84
Sat Mar 16, 2019 2:52 pm
Forum: Not a bug
Topic: [0.17.13][multiplayer]trying to apply migration ...
Replies: 3
Views: 174

Re: [0.17.13][multiplayer]trying to apply migration ...

Bilka wrote:
Fri Mar 15, 2019 8:59 pm
Thanks for the report. If you're getting this error it means that you have an extra migration file you shouldn't have. Delete the file.
thanks. problem solve when I removed the file.
by fregate84
Fri Mar 15, 2019 6:00 pm
Forum: Not a bug
Topic: [0.17.13][multiplayer]trying to apply migration ...
Replies: 3
Views: 174

[0.17.13][multiplayer]trying to apply migration ...

Hello,

I have this message each time I try to connect to any multiplayer game :
ScreenShot002.jpg
ScreenShot002.jpg (17.4 KiB) Viewed 174 times
server and me are on 17.13 without mod.

So impossible to connect to server.

I try :
FishDefender
Crashsite
OARC's
...
by fregate84
Sat Mar 02, 2019 4:36 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Crash when loading game after disable a mod: "EntityPrototype::loadEntity"
Replies: 1
Views: 104

[0.17.4] Crash when loading game after disable a mod: "EntityPrototype::loadEntity"

Hello, I have a crash of the game when I load my savegame after disable a mod : ZRecycling_0.17.1 Same problem when I disable reverse-factory_6.0.0 mod. I can reproduce the crash each time. If I enable the mod again, the savegame is load correctly. factorio-dump-current.dmp factorio-current.log save...
by fregate84
Sun Feb 04, 2018 9:26 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.16.2] Lamps no longer stagger
Replies: 27
Views: 4689

Re: [Twinsen][0.16.2] Lamps no longer stagger

impetus maximus wrote:if anyone wants their lights to turn on sooner, and stay on later i made a lamp timer for 0.16
https://factorioprints.com/view/-L48_8Wig6y3c-AGwe0u
I don't want to change my 1k lamps individualy !
by fregate84
Tue Jan 16, 2018 10:53 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Ore-2-bus endgame beaconed design set perfectly saturated
Replies: 10
Views: 15827

Re: Ore-2-bus endgame beaconed design set perfectly saturated

Can you share your oil processing now ?

I think you have done a very good work so far.
by fregate84
Fri Dec 29, 2017 11:04 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.16.2] Lamps no longer stagger
Replies: 27
Views: 4689

Re: [0.16.2] Lamps no longer stagger

I constantly have this issue with lamps too. Every dawn feels like power shortage. It is also hard to see shit in the middle of the factory during both dusk and dawn when lamps don't work. Can we have lamp timings configurable in the options? agree. lamps now shut off too quick. Please add more tim...
by fregate84
Fri Dec 29, 2017 10:59 am
Forum: Mods
Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
Replies: 34
Views: 21380

Re: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance

Hello,


can you upgrade your mod to work with 16 version ?
by fregate84
Wed Dec 20, 2017 8:58 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.6] crash LogisticNetwork::findBestAvailableRobotForConst
Replies: 2
Views: 689

[Rseding91] [16.6] crash LogisticNetwork::findBestAvailableRobotForConst

Just load the savegame. crash appear within 20 sec. Need all mod to crash (without mod => no crash) 407.960 Info AppManager.cpp:259: Saving to _autosave3 (blocking). 411.528 Info AppManagerStates.cpp:1527: Saving finished 424.939 Error CrashHandler.cpp:286: Exception Code: c0000005, Address: 0x00007...
by fregate84
Wed Oct 04, 2017 5:04 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 30485

Re: Friday Facts #203 - Logistic buffer chest

seePyou wrote:
What is important here, in this forum, what memory should I have for playing Factorio with the most UPS?

very good question !
by fregate84
Sat Aug 26, 2017 11:02 pm
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 21093

Re: Friday Facts #205 - Teaching the things that everybody knows

You can also add somewhere that the fluid go slower when the pipe is longer.
by fregate84
Sat Aug 26, 2017 1:19 pm
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 21093

Re: Friday Facts #205 - Teaching the things that everybody knows

for tutorial, you can explain : - About train, that we can have 2 station with the same name. And train do load balancing - About wire, explein with exemple what we can do : ----- backup power ----- alam if a thing is low (power, iron, ...) ----- enable/disable belt to priorize a production ----- pu...
by fregate84
Fri Jul 07, 2017 3:26 pm
Forum: Releases
Topic: Version 0.15.28
Replies: 53
Views: 20643

Re: Version 0.15.28

Warning icon for logistic chests that are not in a reach of roboport.
Train stop names are rendered at 45 degrees to better show names.
Goooood gooood
by fregate84
Wed Jun 21, 2017 10:51 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.15.21] After removing a mod with GUI, one block stay
Replies: 1
Views: 577

[Rseding91] [0.15.21] After removing a mod with GUI, one block stay

Hello,

after disable the mod upgrade module https://mods.factorio.com/mods/aaaaaaaa ... adeModules, I still have it GUI on top left (without the icone) :
screenshot-tick-13056901.png
screenshot-tick-13056901.png (1.89 MiB) Viewed 577 times
my save game.
D - v15.20 - Riche.zip
(15.59 MiB) Downloaded 45 times
by fregate84
Fri Jun 16, 2017 7:59 am
Forum: General discussion
Topic: Robot Battery Research
Replies: 15
Views: 3113

Re: Robot Battery Research

very good idea !
I like it. should be on vanillia
by fregate84
Fri Jun 02, 2017 9:22 am
Forum: Gameplay Help
Topic: no path issue
Replies: 8
Views: 3188

Re: no path issue

Can you add a screenshot of the train network or you savegame ?

should be a signal placement problem
by fregate84
Mon May 29, 2017 5:53 pm
Forum: Pending
Topic: [15.16] Train stuck at red signal
Replies: 5
Views: 542

Re: [15.16] Train stuck at red signal

should be related to : viewtopic.php?f=11&t=47505

it's solved but we need to delete all buggy signals
by fregate84
Mon May 29, 2017 5:51 pm
Forum: Ideas and Suggestions
Topic: Adding "risk" to nuclear energy
Replies: 5
Views: 1157

Re: Adding "risk" to nuclear energy

I like your idea, because : - it's a player choice - it's risk versus more power - it's fun :-) To add a stone to your suggestion, over a temperature, we can imagine that a alarm "start" who said " nuclear reactor overload". shut the reactor by suppressing the fuel or it will explode soon. So people...
by fregate84
Mon May 29, 2017 12:02 pm
Forum: News
Topic: Friday Facts #176 - Belts optimization for 0.15
Replies: 101
Views: 23814

Re: Friday Facts #176 - Belts optimization for 0.15

We plan to include it in 0.16 which shouldn't be far from 0.15. Optimization works themselves are finished, we just didn't want to get many ambiguous desyncs if there are any because 0.15 was a big update on its own. As an experiment I may try your save with that branch to see how much it improves ...
by fregate84
Mon May 29, 2017 8:29 am
Forum: News
Topic: Friday Facts #176 - Belts optimization for 0.15
Replies: 101
Views: 23814

Re: Friday Facts #176 - Belts optimization for 0.15

Any news about belt optimisation ?

Because my (big) vanilla factory run at about ~25 UPS. So i'm very interesting by this upgrade. Any chance to have it on minor release of 15.x ? Do you still work on it ?

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