Search found 16 matches

by TheCornishman
Fri Mar 08, 2024 2:27 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 102
Views: 20173

Re: Friday Facts #401 - New terrain, new planet

This is just sloppy: why can't you simulate infalling debris to a molten planet, and then 4.5 billion years of tectonics, ocean and land erosion, then evolution of organisms and atmosphere, and just be done with it?? ... /joke , if that wasn't obvious! I'm very impressed with the degree to which the...
by TheCornishman
Sun Feb 07, 2021 1:00 pm
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 2.0 will incorporate and build on SE // Discord Server:https://discord.gg/NTJF88UWhC
Replies: 54
Views: 33010

Re: Nauvis New Frontier (Nauvis Post Collapse Version 2.0 No response from the devs

Please tell me I'm not the only one who removed vehicles and filled cargo wagons with them as a way of delineating where I have been! Would be so cool to have a building to chuck them in and get parts back! ;) ... I came across Post Collapse thanks to a mention in FFF #308 and only stopped because ...
by TheCornishman
Sun Feb 07, 2021 11:52 am
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 86546

Re: Nauvis Post Collapse 1.0 (Pre-Alpha)

Honestly I have no idea how you guys create so many errors with this scenario xD Oh, we're good at it! :) Let me explain... Having failed to get the scenario working with 1.1 experimental, see previous posts, I decided to wait until 1.1 was stable. I downloaded the v1.1 scenario from the mod portal...
by TheCornishman
Wed Dec 02, 2020 9:07 pm
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 86546

Re: Nauvis Post Collapse (16GB ram minimum required)

lilstrip wrote: ↑
Fri Nov 27, 2020 5:55 pm
https://mods.factorio.com/mod/Nauvis-Post-Collapse

new versions uploaded on the portal which were converted to 1.0 and 1.1 respectively
That's fantastic! Thank you so much. I've played over a hundred hours on this scenario, and not exhausted all the possibilities yet. :D
by TheCornishman
Tue Nov 24, 2020 8:59 pm
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 86546

Re: Nauvis Post Collapse (16GB ram minimum required)

yeah use 1.0 and save it there Thanks for the reply; I tried hopping from a 0.17 through 1.0 to 1.1 (see my follow-up post) which failed, so as you suggested I also tried starting a fresh scenario in 1.0 (i.e. not loading a 0.17 save). That starts a new game just fine, although there are expected w...
by TheCornishman
Tue Nov 24, 2020 8:43 pm
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 86546

Re: Nauvis Post Collapse (16GB ram minimum required)

... e.g. downgrading Factorio and converting the map version.... Self-reply, sorry. I tried this by downgrading to 0.17.79 in the Steam betas list, which is the latest before v1.0. That is, there is no 0.18.x that I can downgrade to. I can begin a new Nauvis Post-Apocalypse scenario with 0.17.79, a...
by TheCornishman
Tue Nov 24, 2020 8:00 pm
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 86546

Re: Nauvis Post Collapse (16GB ram minimum required)

Hi, I have so enjoyed Nauvis Post-Collapse, and thought that I would start again with all the goodies that have come with v1.0 and v1.1 (not least the spidertron!) However, when I select Nauvis Post Collapse (Freeplay) from the User Scenarios menu, I get the following message: Map version 0.17.65-2 ...
by TheCornishman
Fri Nov 13, 2020 12:01 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 99269

Re: Friday Facts #363 - 1.1 is getting close

It doesn't support all the functionality that the rich supports, like changing font color or using some obscure sprites, as we don't want to advertise this usage too much I don't know how much would be too much, but dangling a hook like that in a FFF post could be enough. I'm off to try out weird s...
by TheCornishman
Fri Aug 14, 2020 12:10 pm
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 104803

Re: Friday Facts #360 - 1.0 is here!

To all at WUBE - Huge congratulations and respect for driving through to 1.0. Your efforts have shown the value of early access when the development team engages with its user base early, often and with honesty. I've played for thousands of hours (don't tell my family...) and you must be responsible...
by TheCornishman
Fri Jul 26, 2019 2:20 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 281579

Re: Friday Facts #305 - The Oil Changes

... (having seen the oil refinery) will run a straight pipe above and below the refinery Yes, and the solution would be to have Basic Oil Refinery and Advanced Oil Refinery as distinct entities. If Basic were an ingredient of Advanced in the entity recipe, cf. the belt hierarchy, there would be the...
by TheCornishman
Sun Jul 21, 2019 9:42 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208529

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

Really surprised by the oil change. Feels like a completely bizarre retrograde dumb-down to be honest, coming out of the blue. Fortunately modding it back again won't be much work. Yes, hugely surprising, and not in a good way. The FFF says We decided to change the Basic oil processing recipe so th...
by TheCornishman
Sat May 04, 2019 7:48 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 55486

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

I don't know whether anyone else has mentioned this thing about the labels 'player' and 'character'. I was playing yesterday without Klonan's Construction Drones, broken by the change!, and having to build a lot. When I stand too close, the game says " Player is in the way". 1,$s/player/ch...
by TheCornishman
Wed Feb 27, 2019 10:23 pm
Forum: Resolved Problems and Bugs
Topic: Error Inventory.cpp:858: this->handPosition == NO_ITEM_STACK_INDEX was not true
Replies: 4
Views: 2266

Error Inventory.cpp:858: this->handPosition == NO_ITEM_STACK_INDEX was not true

Crashed when playing introductory campaign in v0.17.1 (factorio-previous.log, attached). Updated to v0.17.2 and attempted to load the autosave file: immediate crash again with the same error (factorio-current.log, attached) Edit: I loaded the preceding autosave successfully, and have now progressed ...
by TheCornishman
Sun Jun 04, 2017 1:14 pm
Forum: Resolved Problems and Bugs
Topic: [HanziQ] [0.15.18] Cannot dismiss notice overlay on main menu
Replies: 5
Views: 4041

Re: [HanziQ] [0.15.18] Cannot dismiss notice overlay on main menu

Workaround: Opting in to 0.15.x instead of 0.15.18...
Ah, ok, I'll give that a try. Is that a Steam bug, then, or a Factorio one?
by TheCornishman
Sat Jun 03, 2017 9:31 pm
Forum: Resolved Problems and Bugs
Topic: [HanziQ] [0.15.18] Cannot dismiss notice overlay on main menu
Replies: 5
Views: 4041

Further information

Supplementary: I removed the mods I had been using in case they were the source of the issue:

Code: Select all

jonathan@Odin:~/.factorio$ mv mods .14-mods
This makes no difference: the overlay is still fixed in place, covering the main menu.
by TheCornishman
Sat Jun 03, 2017 9:13 pm
Forum: Resolved Problems and Bugs
Topic: [HanziQ] [0.15.18] Cannot dismiss notice overlay on main menu
Replies: 5
Views: 4041

[HanziQ] [0.15.18] Cannot dismiss notice overlay on main menu

Having been playing 0.14.23, I opted into the 0.15.18 beta on Steam. On startup everything is as expected until the main menu appears with an overlay titled 'Automatic Steam update notice'. [screenshot attached]. Although there is an 'OK' button for the notice overlay, it doesn't respond to any mous...

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