Search found 19 matches

by theamazingrando
Fri Mar 01, 2019 4:51 am
Forum: Resolved Problems and Bugs
Topic: [0.17.x] Map preview too wide
Replies: 9
Views: 5393

Re: [0.17.x] Map preview too wide

Also affects me, 2560x1440. Seems like its non-16:9 aspect ratios that have the issue.

Image
by theamazingrando
Sat Nov 12, 2016 10:25 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 107283

Re: Friday Facts #164 - Nuclear power

Isn't this Factorio? Why can't I just dump the radioactive water back into the lake to cool it down?

On the other hand, maybe that just turns the entire lake into a pollution source and pisses off the biters living around it, and then we end up with super mutant biters attacking... Sounds awesome!
by theamazingrando
Fri Aug 26, 2016 6:00 pm
Forum: Releases
Topic: Version 0.14.0
Replies: 58
Views: 61306

Re: Version 0.14.0

I had an idea awhile back about modules in vehicles[0], this is going to be awesome! I also articulated in that idea that factory and equipment modules could be combined. There's no real reason for the exoskeleton equipment module if we could just load a speed module in instead. Some of them might n...
by theamazingrando
Fri Jan 29, 2016 9:06 pm
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 74444

Re: Friday Facts #123 - Better circuit network (Part 2)

Removing the "smart" from smart chests and making it a separate item is a great idea. I expanded on that a bit further in an idea I submitted awhile ago https://forums.factorio.com/forum/viewtopic.php?f=6&t=17564 . Instead of having special requester/provider chests, you could have che...
by theamazingrando
Wed Nov 04, 2015 5:09 pm
Forum: Ideas and Suggestions
Topic: Combine factory and personal modules
Replies: 1
Views: 5195

Combine factory and personal modules

In my RSO + Marathon map, I frequently need to reload my FARL with more rails and signals, and unload the collected wood. I have a second car with laser turrets and walls and ammo and fuel for the tank. I'd like to automate this, so I set up a depot in my main base with requester chests that load th...
by theamazingrando
Sat Jul 18, 2015 3:29 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181353

Re: [0.12.x] RSO Alpha

Ok so `game.forces.player.chart_all()` reveals a medium-sized portion of the map. `game.forces.player.chart({left_top = {x = -1024, y = -1024}, right_bottom = {x = 1024, y = 1024}})` returns with "bad argument #0 to 'chart' (Wrong number of arguments)". It looks like `chart()` now expects ...
by theamazingrando
Sat Jul 18, 2015 2:50 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181353

Re: [0.12.x] RSO Alpha

The "chart a huge area" cheat (https://forums.factorio.com/forum/viewtopic.php?f=14&t=4761&p=44184#p44184) doesn't seem to be working any more in 0.12. Anyone know how to do that now? The changelog mentions "Added LuaChart::chart_all (charts all the generated parts of the map)...
by theamazingrando
Thu Jan 22, 2015 6:21 pm
Forum: Resolved Problems and Bugs
Topic: Segfault on OSX 0.11.13
Replies: 2
Views: 1545

Re: Segfault on OSX 0.11.13

Here's a zip of my mods directory. I was able to work around the segfault but loading the previous autosave and going from there, so something must have just gotten in a weird state. https://dl.dropboxusercontent.com/u/293543/mods.zip I'm not sure what the non-standard character is about, maybe the ...
by theamazingrando
Tue Jan 20, 2015 4:54 am
Forum: Resolved Problems and Bugs
Topic: Segfault on OSX 0.11.13
Replies: 2
Views: 1545

Segfault on OSX 0.11.13

I'm getting a segmentation fault in the latest 0.11.13 on OSX Yosemite. 531653.423516 Info Logger.cpp:149: 2015-01-19 21:42:40; Factorio 0.11.13 (Build 13133, mac) 531653.423556 Info Logger.cpp:153: Operating system: Mac OS X 10.10.1 531653.423564 Info Paths.cpp:202: Read data path: /Applications/fa...
by theamazingrando
Sun Jan 18, 2015 6:06 pm
Forum: Mods
Topic: [0.11.x] Marathon Mod
Replies: 45
Views: 54794

Re: [0.11.x] Marathon Mod

I'm using it with the RSO mod, so there's fewer resource patches, but they're much larger and richer. Here's my base at 10 hours in: https://www.dropbox.com/s/73gks4wnajkzs8p/2015-01-18%20at%2010.54%20AM.png?raw=1 My starting area had very little coal, so I had to expand slowly and carefully to make...
by theamazingrando
Sun Jan 18, 2015 3:22 am
Forum: Mods
Topic: [0.11.x] Marathon Mod
Replies: 45
Views: 54794

Re: [0.11.x] Marathon Mod

This mod is great, loving it so far. One problem: I'm trying to expand my power generation, and wanted to automate the production of steam engines so they can be made while I'm doing other things. The mod currently requires 100 pipes to make a steam engine, but they only stack in groups of 50, so th...
by theamazingrando
Tue Dec 16, 2014 9:20 pm
Forum: Technical Help
Topic: Lagging on Yosemite
Replies: 5
Views: 6174

Re: Lagging on Yosemite

FWIW, this was an upgrade install to Yosemite, and I was noticing other weird performance issues, so I did a clean install last night. Factorio seems fine now, so it must have been a botched upgrade somehow.

Thanks!
by theamazingrando
Fri Dec 12, 2014 4:04 pm
Forum: Technical Help
Topic: Lagging on Yosemite
Replies: 5
Views: 6174

Re: Lagging on Yosemite

Thanks cube!

Here's a screenshot from a empty map:
https://dl.dropboxusercontent.com/s/8fl ... M.png?dl=0

And here's one from my large base:
https://dl.dropboxusercontent.com/s/zch ... M.png?dl=0
by theamazingrando
Fri Dec 12, 2014 4:11 am
Forum: Technical Help
Topic: Lagging on Yosemite
Replies: 5
Views: 6174

Lagging on Yosemite

I recently upgraded my MBP Retina from Mavericks to Yosemite. The game (0.11.3 and previous versions) was running just fine, I have a huge factory with lots of bots and trains and there were no problems. When I tried to run the game under Yosemite though, it is extremely laggy. About once a second i...
by theamazingrando
Tue Nov 18, 2014 9:51 pm
Forum: Ideas and Suggestions
Topic: Avatar Teleporter
Replies: 45
Views: 13847

Avatar Teleporter

I've been using the RSO mod (which is awesome BTW) so I have a bunch of remote mining outposts. Frequently, there's issues at each outpost with trains or miners or biters, and I need to go investigate. This either means I have to wait for the next train to take me there, or walk (or drive the car, b...
by theamazingrando
Fri Nov 14, 2014 4:44 am
Forum: Resolved Problems and Bugs
Topic: [0.11.2] Attaching a wagon to a locomotive crashes the game
Replies: 6
Views: 2343

Re: [0.11.2] Attaching a wagon to a locomotive crashes the g

I also have this problem on OSX. 2 crashes to desktop with no error message when trying to place the train, and the third time while I had the cargo wagon "held" in my cursor before I even closed my inventory and the game hard-locked and I had to force quit.
by theamazingrando
Mon Nov 03, 2014 6:01 am
Forum: Mods
Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Replies: 105
Views: 121170

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.0

I get the same "concatenate a table" error as Boogieman 14.
by theamazingrando
Fri Sep 12, 2014 8:49 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.10] OSX hotbar keyboard shortcuts stopped working
Replies: 3
Views: 3756

Re: [0.10.10] OSX hotbar keyboard shortcuts stopped working

I just downloaded 0.10.9, and the keys are working fine there, so its a regression from 0.10.9 -> 0.10.10.
by theamazingrando
Fri Sep 12, 2014 8:39 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.10] OSX hotbar keyboard shortcuts stopped working
Replies: 3
Views: 3756

[0.10.10] OSX hotbar keyboard shortcuts stopped working

I upgraded from 0.10.4 to 0.10.10, loaded up my saved game, and noticed the hotbar keyboard shortcuts (1,2,3,4,5,shift-1,...) are no longer working. Other keys are (Q, E). I went into the configure controls dialog and was able to re-bind the keys to the same numbers. I started a new game, and the ke...

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