Search found 31 matches

by DScoffers
Sat Aug 17, 2019 11:01 pm
Forum: Gameplay Help
Topic: Tell me what's wrong with this following rail laying attempt:
Replies: 3
Views: 475

Re: Tell me what's wrong with this following rail laying attempt:

Premier69: Do you mean when the predicted path changes rapidly in weird patterns? If so, this looks like pressing the 'r' key to rotate the direction of the final piece of the predicted path. This overrides the default logical pathfinding. So it looks strange until the streamer presses 'r' to get ba...
by DScoffers
Fri Jan 18, 2019 11:06 am
Forum: Resolved Problems and Bugs
Topic: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
Replies: 12
Views: 2340

Re: [0.16.51] ERROR: Factorio crashed due to Stack overflow error

I've tested again with the save file I sent to you. I've also tested again with the autosave from 1 minute after the save file I sent to you. Both crash at the gametime just after the autosave when using the official factorio.exe Both don't crash when using the new edited factorioWORKING.exe I have ...
by DScoffers
Thu Jan 17, 2019 7:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
Replies: 12
Views: 2340

Re: [0.16.51] ERROR: Factorio crashed due to Stack overflow error

OK, thanks. I tried setting all trains to manual using The Fat Controller mod, but it still crashed, so I presume that once the logic loop has started, then cancelling all re-pathing won't also cancel the loop. As a fix I've increased the .exe stack size so that I can carry on using the save file (f...
by DScoffers
Wed Jan 16, 2019 4:37 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
Replies: 12
Views: 2340

Re: [0.16.51] ERROR: Factorio crashed due to Stack overflow error

Glad to hear that the bug is fixed for 0.17.

Are you able to explain the cause of the bug?
Is there anyway to fix the save file(s)?
by DScoffers
Sun Jan 06, 2019 12:16 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
Replies: 12
Views: 2340

Re: [0.16.51] ERROR: Factorio crashed due to Stack overflow error

I've just tested Nosferatu's map and it crashes for me too. But interestingly after around 36 seconds. (@60UPS)
Log file attached.
by DScoffers
Sun Jan 06, 2019 8:58 am
Forum: Resolved Problems and Bugs
Topic: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
Replies: 12
Views: 2340

Re: [0.16.51] ERROR: Factorio crashed due to Stack overflow error

Hi Rseding91,
Original post has been updated with new links to saves and mods.
by DScoffers
Thu Dec 13, 2018 8:46 pm
Forum: Show your Creations
Topic: Megabase in progress
Replies: 10
Views: 2814

Re: Megabase in progress

I think 1M science/hour is definitely possible. 2 or 3M science/hour should be achievable too, but like BigTrains said, the science per hour in real time will drop due to a lower UPS. @Alien_Squasher How did you get 1.6k science/second though? For 1M/hour, I calculate 16.7k science/minute or 277.7 s...
by DScoffers
Wed Dec 12, 2018 5:10 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] ERROR: Factorio crashed due to Stack overflow error
Replies: 12
Views: 2340

[0.16.51] ERROR: Factorio crashed due to Stack overflow error

Hi, I have a map where it crashes to desktop with no Factorio error message popup. The log file shows "ERROR: Factorio crashed due to Stack overflow error" Audio is disabled on the PC so ignore these errors in the log file. I am not performing any actions at the time of the crash. It seems to crash ...
by DScoffers
Wed May 23, 2018 8:40 pm
Forum: General discussion
Topic: Whats your current game goal?
Replies: 43
Views: 8011

Re: Whats your current game goal?

I've played three games in Factorio with a real long-term goal other than simply launching a rocket. I started #1 below in 0.15 and put it on hold when 0.16 was released until 0.16 was stable. In the meantime completed #2 and I'm almost done with #3. 1) 60rpm (Vanilla+) I planned this map from the s...
by DScoffers
Wed Dec 13, 2017 2:44 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 74975

Re: Version 0.16.0

“Slightly adjusted some recipe craft times to better reflect their ingredient count.”

Please can you specify what these are?
by DScoffers
Wed Dec 13, 2017 2:20 pm
Forum: Mods
Topic: [MOD 0.13] Score Extended - rocket score replacement
Replies: 94
Views: 20831

Re: [MOD 0.13] Score Extended - rocket score replacement

Heya, 0.16 is just out.
Will this be updated?
Many thanks.
by DScoffers
Fri Nov 24, 2017 1:48 am
Forum: Gameplay Help
Topic: Train yard management - circuit conditions advice needed
Replies: 16
Views: 4064

Re: Train yard management - circuit conditions advice needed

Nice map. It looks cool, but I don’t quite understand it. Why have you gone for this design? 1) It looks like only the raw resources are delivered by train. So why have all of the city block rails? 2) If you’re going to add in loading and unloading stations on the existing city blocks, won’t deadloc...
by DScoffers
Thu Nov 23, 2017 6:11 pm
Forum: Gameplay Help
Topic: Train yard management - circuit conditions advice needed
Replies: 16
Views: 4064

Re: Train yard management - circuit conditions advice needed

I don't think that works. All trains would get the signal and leave the station. Then all but one is blocked at the signal. But when it has left the signal turns green and the next train can leave. They don't return to the station. You’re right, it wouldn’t work with a stacker using train stations....
by DScoffers
Wed Nov 22, 2017 11:44 pm
Forum: Gameplay Help
Topic: Train yard management - circuit conditions advice needed
Replies: 16
Views: 4064

Re: Train yard management - circuit conditions advice needed

The logic sounds like it should work, but it depends on your setup.
So 2 greens circuit signal are being sent too early.
Run it for a while and report back why.
by DScoffers
Wed Nov 22, 2017 5:38 pm
Forum: Gameplay Help
Topic: Train yard management - circuit conditions advice needed
Replies: 16
Views: 4064

Re: Train yard management - circuit conditions advice needed

I’m not on Factorio to test this, but I think it would work. Using your example, the signal I=1 would be sent when iron ore = 0. This signal would have a timer that stops I=1 being sent after around 2-3 seconds, this would allow only 1 train to exit the waiting bays. A second timer allows the I=1 to...
by DScoffers
Wed Nov 22, 2017 2:30 am
Forum: Gameplay Help
Topic: Train yard management - circuit conditions advice needed
Replies: 16
Views: 4064

Re: Train yard management - circuit conditions advice needed

I also use leitk’s design without the rail signal. It works well if you have only a couple of different unloading station types. If it’s a long distance or a main line then it probably isn’t suitable. Using this method you don’t need to use a circuit condition to tell trains to go to the unloading s...
by DScoffers
Wed Oct 18, 2017 8:20 pm
Forum: Energy Production
Topic: 20GW Nuclear Reactor Design
Replies: 15
Views: 21079

Re: 20GW Nuclear Reactor Design

Yes, LazyGao, you're logic is right. However, it doesn't quite work like that for RPM challenges. Speedrunning to the first rocket launch, like AntiElitz does every weekend on Twitch, is measured in time in real life. When measuring RPM challenges, it's measured by in-game time. In real time it woul...
by DScoffers
Tue Oct 17, 2017 6:43 pm
Forum: General discussion
Topic: One Billion Copper Wires produced.
Replies: 35
Views: 5812

Re: One Billion Copper Wires produced.

I'll not hijack this thread any more than I already have, but Dragony, I'd love to see some of your designs too.
by DScoffers
Tue Oct 17, 2017 6:02 pm
Forum: General discussion
Topic: One Billion Copper Wires produced.
Replies: 35
Views: 5812

Re: One Billion Copper Wires produced.

I play on peaceful mode, so I don't use any turrets. RPM: Not sure yet if I'll hit my target so don't want to jump the gun. When rockets are launching the FPS/UPS drops waaay too low to do anything, so rocket launches are now disabled after launching 4,500. I've built the base from the start to aim ...

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