Search found 115 matches

by leitk
Thu Dec 15, 2022 1:36 am
Forum: Not a bug
Topic: [1.1.74] Active provider chests overfilling logistic chests
Replies: 2
Views: 744

Re: [1.1.74] Active provider chests overfilling logistic chests

This also seems to happen if I switch to a buffer chest instead of a logistic chest.
by leitk
Thu Dec 15, 2022 12:56 am
Forum: Not a bug
Topic: [1.1.74] Active provider chests overfilling logistic chests
Replies: 2
Views: 744

[1.1.74] Active provider chests overfilling logistic chests

If I fill two active provider chests with an item, and then give them one logistic chest, the bots will fill the logistic chest and then have a bunch of bots left flying with more to put in. This is with cargo size 4.
ActiveOverload.png
ActiveOverload.png (809.83 KiB) Viewed 744 times
by leitk
Fri Mar 13, 2020 3:19 am
Forum: Balancing
Topic: The enemies are kind of a "forced failure" condition
Replies: 7
Views: 4230

Re: The enemies are kind of a "forced failure" condition

Biters (and allies) are both too hard and too easy at the same time. They're too hard in that if they get into your base, they can do tons of damage very fast, and it may not be recoverable. Also, if you have decent shields and armor, getting hit enough to take out the shields will almost always kil...
by leitk
Sat Mar 07, 2020 3:01 pm
Forum: Show your Creations
Topic: Sparse belts
Replies: 7
Views: 3860

Re: Sparse belts

I came up with what I called a "Sparse Belt" too. My solution was to limit what was placed on the belt: SparseBelt.PNG The circular (square) belt has a reader, when something gets detected, it sends that to the filter inserter which drops one item on the belt. That goes in a loop around th...
by leitk
Fri Mar 06, 2020 10:42 pm
Forum: Implemented Suggestions
Topic: [0.18.10] Error loading mod reports to include version number
Replies: 1
Views: 1044

[0.18.10] Error loading mod reports to include version number

Please add the version number to the Error loading mod reports.
ErrorLoading.PNG
ErrorLoading.PNG (16.16 KiB) Viewed 1044 times
Similar to this implemented suggestion:
viewtopic.php?f=66&t=81737

Thank you.
by leitk
Wed Mar 04, 2020 5:04 am
Forum: Implemented Suggestions
Topic: [.18.9] Crash reports include version numbers
Replies: 4
Views: 1726

Re: [.18.9] Crash reports include version numbers

Thank you, that was very fast.
by leitk
Tue Mar 03, 2020 4:14 am
Forum: 1 / 0 magic
Topic: [0.18.9] Crash: "DrawCommandBatch::drawSprite"
Replies: 5
Views: 1942

Re: [0.18.9] Crash: "DrawCommandBatch::drawSprite"

Please move to not a bug or delete.
This is no longer happening, even without --force-opengl.
Until it happens again and I can get more information I tend to agree with Loewchen that it's a HW issue.
by leitk
Mon Mar 02, 2020 4:55 am
Forum: 1 / 0 magic
Topic: [0.18.9] Crash: "DrawCommandBatch::drawSprite"
Replies: 5
Views: 1942

Re: [0.18.9] Crash maybe graphics related

0.001 2020-03-01 23:20:48; Factorio 0.18.9 (build 49691, win64, alpha) 0.001 Operating system: Windows 10 (version 1909) 0.001 Program arguments: "C:\Factorio_0.18.9_SE\bin\x64\factorio.exe" "--force-opengl" 0.001 Read data path: C:/Factorio_0.18.9_SE/data 0.001 Write data path:...
by leitk
Mon Mar 02, 2020 4:53 am
Forum: 1 / 0 magic
Topic: [0.18.9] Crash: "DrawCommandBatch::drawSprite"
Replies: 5
Views: 1942

Re: [0.18.9] Crash maybe graphics related

I was able to duplicate the crash. I'd just added 50 coal to each plastic plant and then as much as I could to the boilers.
It crashed shortly after that.

I'm adding the second crash report because I'd tried and failed to duplicate it one or two times, but then it happened again.
by leitk
Mon Mar 02, 2020 4:44 am
Forum: 1 / 0 magic
Topic: [0.18.9] Crash: "DrawCommandBatch::drawSprite"
Replies: 5
Views: 1942

[0.18.9] Crash: "DrawCommandBatch::drawSprite"

I had this game crash after a while of doing a few things, mostly looking at the science pages. I was not able to repeat it, but earlier I'd had crashes with a modded game that indicated there was a graphics card problem, so I tried Posila's recommendation from this thread: https://forums.factorio.c...
by leitk
Fri Feb 28, 2020 1:33 am
Forum: Ideas and Suggestions
Topic: [0.18.9]Space Research Package Problem
Replies: 3
Views: 1378

Re: [0.18.9]Space Research Package Problem

There was a discussion about this.

viewtopic.php?f=23&t=46853

It may make more sense to continue the discussion there.
by leitk
Fri Feb 28, 2020 12:51 am
Forum: Implemented Suggestions
Topic: [.18.9] Crash reports include version numbers
Replies: 4
Views: 1726

Re: [.18.9] Crash reports include version numbers

Sorry. A non-recoverable error (exception) report:
Exception.PNG
Exception.PNG (23.16 KiB) Viewed 1712 times
by leitk
Fri Feb 28, 2020 12:08 am
Forum: Implemented Suggestions
Topic: [.18.9] Crash reports include version numbers
Replies: 4
Views: 1726

[.18.9] Crash reports include version numbers

Please have the crash reports and failed to load mod reports include the version numbers of the base factorio game and all mods.
I see a lot of 'bug reports' that are just bad versions of one mod or another.
by leitk
Thu Feb 27, 2020 3:56 am
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 127737

Re: [0.12] Bugs, crashes & other issues

I'm trying to use FARL with SE. SE has 'Space Rails' that can be placed in space. It now works with Space Exploration. As far as I know there were no changes to SE nor FARL to make this work. There have been several base updates perhaps one of them fixed it. Or perhaps I was mistaken somewhere. In ...
by leitk
Thu Feb 13, 2020 3:49 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 389
Views: 264776

Re: [0.17+] Space Exploration WIP

I just posted a mod to make boilers and heat exchangers start with 10 water. It could be used in combination with this mod to jump-start power production in space.

https://mods.factorio.com/mod/start-with-water
by leitk
Thu Feb 13, 2020 3:48 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 389
Views: 264776

Re: [0.17+] Space Exploration WIP

Exploring a whole planet adds a lot to the save file, so it isn't automatic. But Nav view (unlocked after launching a navigation satellite) will let you explore any planet you've discovered fairly easily.
by leitk
Thu Feb 13, 2020 3:46 am
Forum: Mods
Topic: [MOD 0.13] Water Well - pump water from the underground
Replies: 123
Views: 91487

Re: [MOD 0.13] Water Well - pump water from the underground

I just posted a mod to make boilers and heat exchangers start with 10 water. It could be used in combination with this mod to jump-start power production in a remote outpost.

https://mods.factorio.com/mod/start-with-water
by leitk
Thu Feb 13, 2020 3:39 am
Forum: Mods
Topic: [MOD 0.18] Start with water
Replies: 0
Views: 656

[MOD 0.18] Start with water

https://mods.factorio.com/mod/start-with-water Start-with-water.PNG This is a simple little mod that has boilers and heat exchangers start with 10 water. It is designed to be used with other mods that require power to make water, the starting water should be enough to jumpstart power production. If ...
by leitk
Wed Feb 12, 2020 2:27 pm
Forum: General discussion
Topic: Interesting to try your own ways of doing things
Replies: 5
Views: 2224

Re: Interesting to try your own ways of doing things

One thing to keep aware of is that for train operations you need a few buffers: 1 - the factory needs a buffer of the items 2 - the depot should have at least a train load full and probably more 3 - the train itself For a 4 car train, that's 16k plates in at least 3 places, so at least 50k buffered....
by leitk
Thu Jan 23, 2020 2:12 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 389
Views: 264776

Re: [0.17+] Space Exploration WIP

Roy wrote: ↑
Sun Jan 19, 2020 9:19 pm
Why did you set the mining_speed of the god controller to be 0.0000001?
That's so that in Nav mode you cannot actually 'mine' a building to pick it up and place it somewhere else.

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