Search found 453 matches

by aober93
Fri Sep 02, 2016 8:38 pm
Forum: General discussion
Topic: Productivity module examination
Replies: 14
Views: 6641

Re: Productivity module examination

Yea thanks and i know that my stuff was visually not appealing but i dont know how to write it down. I could have put it short, like you receive 300% productivity with these modules if used on the whole chain, go figure. I havent found this result anywhere so i guess nobody has done it, so why do yo...
by aober93
Fri Sep 02, 2016 8:03 pm
Forum: Modding help
Topic: Updating mods to .14
Replies: 2
Views: 1479

Updating mods to .14

Hey, i have the mods larger inventory and ore expansion.

How do i make them .14 compatible. Just edit the text file and change .13 to .14 or? I dont want to cause a crash :p
by aober93
Fri Sep 02, 2016 7:57 pm
Forum: Development Proposals
Topic: Hidden ores
Replies: 138
Views: 134374

Re: Hidden ores

The base game certainly needs an adaptive ore field system. Because on "normal" settings, you cannot advance to a big factory. In high end factories currently i find that the ore patches on normal settings can last less than 2 hours or meaybe even half an hour. And that all the while you h...
by aober93
Fri Sep 02, 2016 7:43 pm
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 128835

Re: Railroad

Naming trains and routes would be good. Because you end up with so many trains that in the train browser a screen full wont fit all of them. AFAIK it shows 20. And the browser isnt exactly good. The tiny map section is worthless to me, to find the train im looking for in the browser ,i look at the l...
by aober93
Fri Sep 02, 2016 7:26 pm
Forum: Development Proposals
Topic: Circuit network features for 0.15
Replies: 136
Views: 97567

Re: Circuit network features for 0.15

A better way than implement new Combinators were, if you can place notes on the current combinators or a way to better arrange them or make the wiring more visible and easier to understand. Because its completely possible to put logic gates ,timers, and whatnot with current combinators, the problem ...
by aober93
Fri Sep 02, 2016 6:59 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][14.2] Crash with Rail signal on diagonal rail.
Replies: 11
Views: 5031

Re: [Twinsen][14.2] Crash with Rail signal on diagonal rail.

Yea hope you find the problem :o

SOON :shock:

PS: my game :?
by aober93
Fri Sep 02, 2016 6:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.20] Wires not carrying to inserters on blueprint
Replies: 7
Views: 3564

Re: [0.13.20] Wires not carrying to inserters on blueprint

yea thats true. Chests and poles only have 1 behavior, inserters have multiple.
With this theory, roboports arent connecting either because they have multiple behaviors.
by aober93
Fri Sep 02, 2016 5:33 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][14.2] Crash with Rail signal on diagonal rail.
Replies: 11
Views: 5031

Re: [Twinsen][14.2] Crash on: "(750): ElectricPole::countOrientationTo"

Well it seems like i figured the command. I thought it would display it like this when attaching, just like email attachments.

Is there any developer able to replicate this yet? Or anyone at all?
by aober93
Fri Sep 02, 2016 5:12 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.2] [Hanziq] Crash on placing specific BP with logic wires.
Replies: 11
Views: 7464

Re: [0.14.2] [Twinsen] Crash on placing specific BP with logic wires.

Well i replicated this. Ocasionally it works as you meantioned, possibly this is due different build order. But check out the wired signal on the diagonal rail. Occasionally it misses wires. Try to remove it ,and game crashes just like in my issue. Anyway you can replicate this with blueprints ,if y...
by aober93
Fri Sep 02, 2016 4:35 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.20] Wires not carrying to inserters on blueprint
Replies: 7
Views: 3564

Re: [0.13.20] Wires not carrying to inserters on blueprint

Same for me. Yea there are some quirks with this, i usually end up razing parts of the place ,before placing blueprints that have slight differences in wiring or placement etc. But thats not only because of this.

Its weird that it works for chests, but not inserters tho.
by aober93
Fri Sep 02, 2016 4:20 pm
Forum: Translations
Topic: German localization discussion
Replies: 203
Views: 125780

Re: German localization discussion

und da is mir noch was aufgefallen was mich doch stört undzwar das hier ich hab keinen tooltip "Netzwerkschaltung" dann öffnet sich ein fenster mit der überschrift "Kabelverbindung" also ich würde gerne beides das selbe haben also Kabelverbindung und klar bei dem anderen dann Fu...
by aober93
Fri Sep 02, 2016 3:48 pm
Forum: 1 / 0 magic
Topic: Inserter Doesn't Read Roboport Circuit
Replies: 9
Views: 3423

Re: Inserter Doesn't Read Roboport Circuit

I cant reproduce it sorry, im on 14.2.
Save games should be in your user directory. On C:\Users\*yourusername*\AppData\Roaming\Factorio\saves

usually..
by aober93
Fri Sep 02, 2016 3:39 pm
Forum: Not a bug
Topic: *[13.20, 14.2] Gate stops sending open signal too early when open for train.
Replies: 11
Views: 4344

Re: *[13.20, 14.2] Gate stops sending open signal too early when open for train.

Perhaps install train signals, that sense a train present ,and send it to the lamps. Im sure this is equivalent to an open gate when trains are involved. You can install this additionally to the gate sensor that detects the player.
by aober93
Fri Sep 02, 2016 3:12 pm
Forum: Duplicates
Topic: [14.2] [Twinsen] MP Crash client + server on: "(386): CircuitConnector::markVisited"
Replies: 7
Views: 3741

Re: [14.2] [Twinsen] MP Crash client + server on: "(386): CircuitConnector::markVisited"

Nice we have a troll The savegame (multiplayer3) doesnt crash me. But before "unload - steel (central)" is a train signal without wires, that when trying to remove crashes the game. Im guessing it was wired up once, because there are other signals on this station (with gates that automatic...
by aober93
Fri Sep 02, 2016 1:33 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][14.2] Crash with Rail signal on diagonal rail.
Replies: 11
Views: 5031

Re: [Twinsen][14.2] Crash on: "(750): ElectricPole::countOrientationTo"

Uh this is not your log, why did you post mine??

And are you able to make me load up savegames again ? pleasse :o
by aober93
Fri Sep 02, 2016 1:32 pm
Forum: Gameplay Help
Topic: How to make trains pick an open waiting bay
Replies: 15
Views: 7299

Re: How to make trains pick an open waiting bay

Yea thanks! However seems i have triggered a bug, which corrupted my savegames by wiring up signals. And 200 hours gone to shit. Find my bug report =(((
by aober93
Fri Sep 02, 2016 12:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.2] [Hanziq] Crash on placing specific BP with logic wires.
Replies: 11
Views: 7464

Re: [0.14.2] [kovarex] Crash on placing specific BP with logic wires.

Hmm this might be what happened to me (https://forums.factorio.com/viewtopic.php?f=7&t=32034&p=202035#p202035) I also built a railway station and put wires to signals and poles ,and experimented with this a while. Suddenly the game crashed while razing this station and now my games wont load...
by aober93
Fri Sep 02, 2016 12:26 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][14.2] Crash with Rail signal on diagonal rail.
Replies: 11
Views: 5031

[Twinsen][14.2] Crash with Rail signal on diagonal rail.

Hey the game crashed when i razed some rails with my bots. Now all my previous 3 autosaves are corrupt, they crash like with this error. Waaaa my game is gone to shit. I have all my mods disabled, and still cannot load a game. All i did from a working state was to rebuild a railway station and attac...

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