Search found 87 matches

by someone1337
Tue Sep 03, 2019 11:48 pm
Forum: Duplicates
Topic: [0.17.67] Crash in editor: Unknown enum value: 6
Replies: 1
Views: 120

Re: [0.17.67] Crash in editor: Unknown enum value: 6

Can reproduce: load a 0.17.66 map -> /editor -> tiles -> area -> right click any(?) entity (I got a crash right-clicking my own locomotive)

No stable for me this week, I guess :(
I hope you do organize the student's council's party so I can drink my frustration away :P
by someone1337
Thu Aug 15, 2019 6:58 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.65] LuaForce double limits
Replies: 5
Views: 352

Re: [Rseding91] [0.17.65] LuaForce double limits

the solution would be to not use buggy mods :P
by someone1337
Mon Jul 29, 2019 2:21 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50356

Re: Friday Facts #305 - The Oil Changes

So... I actually benchmarked my old 292k PG /min cracking-factory (discarding the new excess heavy oil via infinity pipe) against the new basic oil changes and a basic oil 300PG/min factory. Its not a too perfect comparison, but testwise it looks OK. (There are issues with factorio-benchmarking, as ...
by someone1337
Sat Jul 20, 2019 2:45 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 44018

Re: Friday Facts #304 - Small bugs; Big changes

Please DONT add flarestack. It makes zero sense to add more temp. throw-away machines. We already have gun turrets + steel furnaces which we cannot un-build. Im not really sure, why ppl would not manage to build 2 chemplants to convert the 2 oils to solid fuel and store that for later, when ypu will...
by someone1337
Wed Jul 17, 2019 7:51 pm
Forum: Ideas and Suggestions
Topic: [0.17.x] --benchmark resulting map-saves
Replies: 10
Views: 375

[0.17.x] --benchmark resulting map-saves

I failed to find a way to dump the resulting map of one or all --benchmark run(s). If I run: bin/x64/factorio --disable-audio --benchmark saves/smelter.zip --benchmark-ticks 1000000 --benchmark-runs 3 It will happily run the map 3 times for 1m ticks, but once its done, there dont seem to be any rele...
by someone1337
Wed Jul 17, 2019 4:35 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.50] Technology "laser turret speed" doesn't increase DPS
Replies: 3
Views: 1565

Re: [posila] [0.17.50] Technology "laser turret speed" doesn't increase DPS

Thanks for taking the time to write up the bug report. It's fixed for 0.17.59 I am suprised more people didn't speak up about this, the bug nerfed laser turrets pretty hard. I took my time with this because idea of removing "laser shooting speed" tech was floating around, as the tech seems non-sens...
by someone1337
Tue Jul 16, 2019 2:26 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.43] Probabilistic catalysts not counted correctly in production statistics
Replies: 4
Views: 771

Re: [kovarex] [0.17.43] Probabilistic catalysts not counted correctly in production statistics

Production stats ARE important! :3

I have written a mod that periodically dumps them preceisely as I dislike the standard inpreceise ones you get in "p" and like to analyse the stats in excel/libeoffice sheets :)

a mouse-over tooltip in "p" showing the preceise number would be awesome :)
by someone1337
Sun Jul 14, 2019 9:36 pm
Forum: Show your Creations
Topic: "nice" (+vanilla) Train-to-Train (IronOre->Iron) smelting
Replies: 0
Views: 752

"nice" (+vanilla) Train-to-Train (IronOre->Iron) smelting

All t2t smelters I have found so far, seem to use "ugly" hacks, like cars or mods to bridge the 1 tile gap when trying to smelt train to train. I am not sure if I just missed the obvious and "nice" solution to this so far and why noone ever posts or talks about it anywhere. Anyway, here is my soluti...
by someone1337
Sat Jul 13, 2019 11:08 am
Forum: News
Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
Replies: 144
Views: 13786

Re: Friday Facts #303 - Under 100 bugs (but still not stable)

I do have one issue with the FFF though, in that people arbitraging the games across regions is being referred to as "regional fraud". This is pretty ridiculous, since it only stems from the store trying to sell the same digital product at different prices, effectively performing economic price dis...
by someone1337
Fri Jul 12, 2019 7:07 pm
Forum: News
Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
Replies: 144
Views: 13786

Re: Friday Facts #303 - Under 100 bugs (but still not stable)

Are you waiting for stable to play a new playthrough?
This.

I dont want to start just to have the mapgen/reciepes change an update later forcing me to restart once again.

Once you declare a version stable, i expect these things to not change anymore.
by someone1337
Thu Jul 11, 2019 8:51 pm
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 3839

Re: A Case for Balancing Nuclear Power

No, it's not "negligible", it's O(1), it's a fixed cost. UPS cost of solars is independant of the number of cells you have. THIS is why megafactories use it, and this is why nothing can beat for megafactories. No amount of optimization or buffing can make nuclear cost independant of the number of r...
by someone1337
Wed Jul 10, 2019 8:23 pm
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 3839

Re: A Case for Balancing Nuclear Power

No, it's not "negligible", it's O(1), it's a fixed cost. UPS cost of solars is independant of the number of cells you have. THIS is why megafactories use it, and this is why nothing can beat for megafactories. No amount of optimization or buffing can make nuclear cost independant of the number of r...
by someone1337
Sun Jul 07, 2019 10:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.54] Sync mods with save: disabled mods show as "keep enabled"
Replies: 13
Views: 458

[0.17.54] Sync mods with save: disabled mods show as "keep enabled"

When clicking Sync mods with save, it lists all my mods - even disabled ones - as active and allows me to "keep enabled" mods that are disabled (and in fact were not even ported to 0.17 (yet)) some-npp was an experiment in 0.16 which i still hjave not given up yet on, but that mod is definitely not ...
by someone1337
Sat Jul 06, 2019 5:05 pm
Forum: Releases
Topic: Version 0.17.54
Replies: 55
Views: 9702

Re: Version 0.17.54

I basically never play with sound and would like to have the ability to disable sound instead of installing PA. Especially because I am currently abroad (in .cz) and dont have the required roaming-data-plan to install PA+all its deps here, after updating factorio :( @systemd: if you ask me, it solve...
by someone1337
Sat Jun 29, 2019 3:18 am
Forum: News
Topic: Friday Facts #301 - Crash site: First state
Replies: 52
Views: 8683

Re: Friday Facts #301 - Crash site: First state

Pinga wrote:
Fri Jun 28, 2019 4:27 pm
The numbers, what do they mean?
https://cs.wikipedia.org/wiki/79_(%C4%8D%C3%ADslo)

MACEK it is!
by someone1337
Thu May 16, 2019 10:01 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.42] hard crash: save -> unload mod -> restart -> load game -> crash
Replies: 2
Views: 513

[0.17.42] hard crash: save -> unload mod -> restart -> load game -> crash

Had some crashing issues when i tried to benchmark my builds. Traced it down to the not-loading of https://mods.factorio.com/mod/some-infinitychest The map had many other mods loaded before, but I re-saved it only with advanced infinity chest, as thats what seems to trigger the crash. Basically if y...

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