Search found 71 matches

by c0bRa
Fri Nov 13, 2020 9:53 pm
Forum: Not a bug
Topic: [1.0.0] Alt-view of assembling machines vs. Spidertron
Replies: 5
Views: 375

Re: [1.0.0] Alt-view of assembling machines vs. Spidertron

valneq wrote:
Fri Nov 13, 2020 9:51 pm
That assumes everyone wants that.
Well the count is actually 1:1... ;)
by c0bRa
Fri Nov 13, 2020 9:49 pm
Forum: Not a bug
Topic: [1.0.0] Alt-view of assembling machines vs. Spidertron
Replies: 5
Views: 375

Re: [1.0.0] Alt-view of assembling machines vs. Spidertron

Well the Spidertron is the first vehicle which can walk/drive over machines, and so the physically standing over the machine becomes a - in my opinion - funny view. Would it be a simple solution to place all spidertrons in an overlay level above the alt-view-overlay level? It's already happening for...
by c0bRa
Fri Nov 13, 2020 9:37 pm
Forum: Not a bug
Topic: [1.0.0] Alt-view of assembling machines vs. Spidertron
Replies: 5
Views: 375

[1.0.0] Alt-view of assembling machines vs. Spidertron

Hello everybody. It's just a minor issue i think but it drives my eyes crazy (ok, only sometimes :P) when the ALT-view of the assembly machines and the modules are shown above the spidertron while walking over them. Some picture which describes the problem of my eyes ;) 1.0.0 Normal-View, everything...
by c0bRa
Fri Oct 23, 2020 7:40 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 36710

Re: Friday Facts #361 - Train stop limit, Tips and tricks

I want the train limit now!!! :D

it will solve all my problems in my 1.400 train map! :D :D :D :D :D :D :D :D
by c0bRa
Tue Oct 23, 2018 2:34 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 116
Views: 24458

Re: Friday Facts #265 - Nomenclature & Steam networking

Name the action a player performs when they add an entity to the world? Name the action a player performs when they remove an entity from the world? Name the action a player performs when they add a ghost entity to the world? Name the action a robot performs when they add an entity to the world? Na...
by c0bRa
Mon Jul 02, 2018 11:28 am
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 361
Views: 146029

Re: Performance optimization - post your saves

Hio, i've got my Savegame with pretty much networking and trains (> 1,200 trains) which runs on my i7-6700k with ~15 fps. Perhaps it could give you some intentions for performance optimization. Map: https://www.dropbox.com/s/1086a4b51213h6b/RSO%20Waterfill.zip?dl=0 Mods (just RSO, Waterfill, Power A...
by c0bRa
Mon May 28, 2018 9:04 am
Forum: Not a bug
Topic: [0.16.45] control settings shows wrong keys binds
Replies: 8
Views: 1481

Re: [0.16.45] control settings shows wrong keys binds

AFAIK the Bindings are always on english.
When you have standard factorio-bindings, you can't type an Ö on a german keyboard, cause the Ö is the ~ which opens or closes the console. ;)
by c0bRa
Fri May 04, 2018 6:38 am
Forum: Releases
Topic: Version 0.16.41
Replies: 28
Views: 15998

Re: Version 0.16.41

I thunk in 0.16.40 aliens inserted a virus to the code, so that our trains kill themselfs instead of their biters :lol:ö

They are getting smarter :o
by c0bRa
Thu May 03, 2018 10:03 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.41] Circuit controlled train signals not converted properly
Replies: 9
Views: 3798

Re: [0.16.41] Circuit controlled train signals not converted properly

It seems that the initial signal was green although the condition matched. I‘ve manually set the condition false for each signal and reset them afterwards. Then it works as intended. Took me 2 hours but now everything is moving well in .41 ;) I am glad that i can play my save, with the .39 bug i tho...
by c0bRa
Thu May 03, 2018 1:04 pm
Forum: Releases
Topic: Version 0.16.41
Replies: 28
Views: 15998

Re: Version 0.16.41

viewtopic.php?f=11&t=60043
That was the Problem in 0.16.40
by c0bRa
Thu May 03, 2018 12:49 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.40] Train signals no longer working
Replies: 33
Views: 8563

Re: [0.16.40] Train signals no longer working

looney wrote:Some, but not all, of my circuit conditions are broken after the 16.41 upgrade.
Are they in the flimmering state? Like when you set a SR Latch via Blueprint? Perhaps it works to cut the Power off and on again... ;)
by c0bRa
Thu May 03, 2018 12:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.40] Train signals no longer working
Replies: 33
Views: 8563

Re: [0.16.40] Train signals no longer working

Zanostra wrote:But I wanted to let people know that if you load a save from before 16.41, you might want to check your circuit operated signals.
Does this also affect circuit conditioned stations?
by c0bRa
Thu May 03, 2018 12:24 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.36] Station search two words lists all combinations
Replies: 3
Views: 2192

Re: [kovarex] [0.16.36] Station search two words lists all combinations

Is the internal naming of the stations still like i read some times ago, that spaces are simply deleted (i think i can remember somebody who named 2 stations "ABCD" and "AB CD" and the train did not get the difference between the 2 stations), so perhaps a search for "Oreunlo...
by c0bRa
Wed May 02, 2018 11:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.40] Train signals no longer working
Replies: 33
Views: 8563

Re: [16.40] Train signals no longer working

I can‘t revert, because with 0.16.39 i had that bug here:
viewtopic.php?f=11&t=59995
So my sabegame didn‘t load with .39 and the game crashed
by c0bRa
Wed May 02, 2018 10:18 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.40] Train signals no longer working
Replies: 33
Views: 8563

Re: Train signals no longer working (0.16.40, Build 36428)

Directly after loading my savegame:
https://www.youtube.com/watch?v=89xfVwDKvUQ

Replacing the signal is working as soon as you have replaced 2 signals in a row so they can build a new rail block. The existing signals don't divide the tracks into serparate blocks...
by c0bRa
Wed May 02, 2018 10:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.40] Train signals no longer working
Replies: 33
Views: 8563

Re: Train signals no longer working (0.16.40, Build 36428)

Can confirm it on my Railword... 300 trains crashing into each other... :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock:
by c0bRa
Wed May 02, 2018 3:22 pm
Forum: Won't fix.
Topic: [0.16.36] Rounding error with modules?
Replies: 11
Views: 1769

Re: [0.16.36] Rounding error with modules?

just do floor(41.9999+0.5f) that should do the right thing... ;)
by c0bRa
Tue May 01, 2018 9:40 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.39] Crash loading save: "BuildCheckResult::Buildable was not true"
Replies: 7
Views: 1907

Re: [0.16.39] Crash loading save: "BuildCheckResult::Buildable was not true"

No Problem, but i am addicted to this game and need my drugs... :D
2701h.jpg
2701h.jpg (41.33 KiB) Viewed 1765 times
2701 hours playtime and i work fulltime... :oops:
by c0bRa
Tue May 01, 2018 3:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.39] Crash loading save: "BuildCheckResult::Buildable was not true"
Replies: 7
Views: 1907

Re: [0.16.39] Crash loading save: "BuildCheckResult::Buildable was not true"

Thanks, now i'm waiting for 0.16.40, won't restart my 200+h savegame :-(

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