Search found 26 matches
- Thu May 03, 2018 8:25 pm
- Forum: Pending
- Topic: [0.16.36] Crash in C:\WINDOWS\System32\KERNELBASE.dll
- Replies: 2
- Views: 2330
Re: [0.16.36] Crash in C:\WINDOWS\System32\KERNELBASE.dll
It is crashing while handling a crash, while trying to allocate memory. This is happening when you run really hard out of memory. If that happens again, check how much memory factorio allocates in the taskmanager. Maybe there is some memleak somewhere in the code.
- Thu May 03, 2018 1:08 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.40] Train signals no longer working
- Replies: 33
- Views: 19474
Re: [0.16.40] Train signals no longer working
Are the savegames backward-compatible? If so, one could check if it is the saving or the loading breaking it by loading a 0.16.40 save into a 0.16.39 game. I cannot do that because sadly steam overwrote my only instance of 0.16.39. Is there any place to download specific versions?
- Thu May 03, 2018 12:36 am
- Forum: Gameplay Help
- Topic: Every SIgnal broke
- Replies: 4
- Views: 1931
Re: Every SIgnal broke
Ok, sorry, thank you. This can be deleted then i guess.
- Wed May 02, 2018 11:30 pm
- Forum: Gameplay Help
- Topic: Every SIgnal broke
- Replies: 4
- Views: 1931
Every SIgnal broke
I loaded my game today, and noticed ressources stoppen coming in. When i investigated, i found every train had crashed because every single signal in the world was suddenly not working anymore and blinking. Is that a known bug? What can i do to fix that?
I am playing on the latest experimental ...
I am playing on the latest experimental ...
- Tue May 01, 2018 11:58 pm
- Forum: Gameplay Help
- Topic: Logistic Numbers
- Replies: 8
- Views: 2947
Re: Logistic Numbers
The example calculations i did did include robot speed research 100, at which point robots will spend 1,53s in the air and then charge for almost the same time.
But it was just as an example.
But it was just as an example.
- Tue May 01, 2018 11:14 pm
- Forum: Gameplay Help
- Topic: Logistic Numbers
- Replies: 8
- Views: 2947
Re: Logistic Numbers
But it is perfectly applicable to my train-unloading station were if have short distances and the robots are busy quitew often due to 8 16-wagon unloading spots serving 32 trains in total and unloading iron, copper, coal and stone. I can upload some pictures later.
- Tue May 01, 2018 2:24 am
- Forum: Gameplay Help
- Topic: Logistic Numbers
- Replies: 8
- Views: 2947
Re: Logistic Numbers
No, there is an ideal ratio - that is the ratio where on a long-term view enough charge-pads will be available. For calculating it you need to look at the bot-duty-cycle. E.g. if each bot charges 10 seconds and then flies 10 seconds, each roboport could support 8 bots (4 charging slots / 0.5 duty ...
- Tue May 01, 2018 1:19 am
- Forum: Gameplay Help
- Topic: Logistic Numbers
- Replies: 8
- Views: 2947
Logistic Numbers
Hi,
a while ago i found a calculation about the ideal ratio of robots per roboport, calculated dependent of Robot Speed Tech. For some reason, i cannot find it again.
Has anyone correct numbers for 0.16, assuming continious robot usage, or the formular to calculate it from robot speed and charging ...
a while ago i found a calculation about the ideal ratio of robots per roboport, calculated dependent of Robot Speed Tech. For some reason, i cannot find it again.
Has anyone correct numbers for 0.16, assuming continious robot usage, or the formular to calculate it from robot speed and charging ...
- Wed Feb 28, 2018 4:34 am
- Forum: Gameplay Help
- Topic: Conditional Lab Activation
- Replies: 23
- Views: 12188
Re: Conditional Lab Activation
I got a good working solution:
lab circuit.png
The single probe lab is connected to the power pole on the right. Basically, it detects power consumtion by falling signal levels in a accumulator. Do do so accurately it swaps it around - one accumulator is charged all the time and the other is ...
lab circuit.png
The single probe lab is connected to the power pole on the right. Basically, it detects power consumtion by falling signal levels in a accumulator. Do do so accurately it swaps it around - one accumulator is charged all the time and the other is ...
- Mon Feb 26, 2018 7:55 pm
- Forum: Gameplay Help
- Topic: Conditional Lab Activation
- Replies: 23
- Views: 12188
Re: Conditional Lab Activation
That is an interesting approach i will try out. I am right now trying something like in the first answer, buit with a seperate lab where the power consumption is measured, but it still needs some tuning.
- Fri Feb 23, 2018 5:57 am
- Forum: Gameplay Help
- Topic: Conditional Lab Activation
- Replies: 23
- Views: 12188
Conditional Lab Activation
Hi,
i have searched quite a bit, but not found anything helpful:
I have built a large research Complex with Labs and beacons, and it is using about half of my total power consumption (modded game - Angels+Bobs and some minor mods).
So i am looking for a way to switch the complex on only when a ...
i have searched quite a bit, but not found anything helpful:
I have built a large research Complex with Labs and beacons, and it is using about half of my total power consumption (modded game - Angels+Bobs and some minor mods).
So i am looking for a way to switch the complex on only when a ...
- Thu Jun 01, 2017 9:27 am
- Forum: Gameplay Help
- Topic: 4:4:1 Belt Splitter
- Replies: 6
- Views: 9347
Re: 4:4:1 Belt Splitter
That way, the new lane would only get half throughput if nothing backs up, and might not get any if only one input lane is filled.
- Thu Jun 01, 2017 6:33 am
- Forum: Gameplay Help
- Topic: 4:4:1 Belt Splitter
- Replies: 6
- Views: 9347
4:4:1 Belt Splitter
Hi,
i am in need of something interesting: a balanced way to branch off a sinle lane from 4 belts, so that it draws even from them.
splitters.png
The Design on the left is my current working point, although i am not entirely sure if it is really perfect. The right one is more compact, but only ...
i am in need of something interesting: a balanced way to branch off a sinle lane from 4 belts, so that it draws even from them.
splitters.png
The Design on the left is my current working point, although i am not entirely sure if it is really perfect. The right one is more compact, but only ...
- Mon Mar 20, 2017 2:23 am
- Forum: Mods
- Topic: [0.13] FLAN - the mod formerly known as Wireless Networks
- Replies: 13
- Views: 8809
Re: [0.13] FLAN - the mod formerly known as Wireless Networks
What is the slider in the GUI for?
I am a bit unsure how to use this mod.
I am a bit unsure how to use this mod.
- Tue Sep 29, 2015 7:36 pm
- Forum: Ideas and Requests For Mods
- Topic: Suggestion for a Power Overhaul Mod - Interest?
- Replies: 4
- Views: 6485
Re: Suggestion for a Power Overhaul Mod - Interest?
While such a mod would be interesting it's simply not possible. None of the Factorio electric network is configured to run on anything but demand/satisfaction. The electric network in fact isn't even aware of what entity owns the consumption or generation of the energy. It doesn't know where they ...
- Tue Sep 29, 2015 4:02 pm
- Forum: Ideas and Requests For Mods
- Topic: Suggestion for a Power Overhaul Mod - Interest?
- Replies: 4
- Views: 6485
Suggestion for a Power Overhaul Mod - Interest?
Hi,
as someone familiar with writing various mods for other games (although i haven't done anything ith factorio yet), and also being a physics student with having electronics as sort of a hobby, it came to my mind that one thing which factorio really needs is a more complex power System, in Terms ...
as someone familiar with writing various mods for other games (although i haven't done anything ith factorio yet), and also being a physics student with having electronics as sort of a hobby, it came to my mind that one thing which factorio really needs is a more complex power System, in Terms ...
- Thu Feb 19, 2015 4:12 pm
- Forum: Mods
- Topic: [discontinued][0.11.x - TreeFarm - Addon] AlienPlant
- Replies: 45
- Views: 63274
Re: [0.11.x - TreeFarm - Addon] AlienPlant
No, it is not deactivated. It works fine with the normal germlings. I also patched Treefarm-Lite and Treefarm-AC, but that didn't help.
However, i started a new Save to reproduce the behavior with minimal setup, and it worked fine. Guess there is something broken with my save, but Nevermind - i ...
However, i started a new Save to reproduce the behavior with minimal setup, and it worked fine. Guess there is something broken with my save, but Nevermind - i ...
- Wed Feb 18, 2015 7:53 pm
- Forum: Mods
- Topic: [discontinued][0.11.x - TreeFarm - Addon] AlienPlant
- Replies: 45
- Views: 63274
Re: [0.11.x - TreeFarm - Addon] AlienPlant
Well - it seems like the new FieldMK2 does not need them, because normal germlings work without. But even with logistics robots it does not plant anything.
- Mon Feb 16, 2015 10:34 pm
- Forum: Mods
- Topic: [discontinued][0.11.x - TreeFarm - Addon] AlienPlant
- Replies: 45
- Views: 63274
Re: [0.11.x - TreeFarm - Addon] AlienPlant
Ok, after trying a while i can't get this to work. I Have AlienPlant_0.1.2 along with Treefarm-Lite_0.1.2 and the Farm just doesn't plant the Alien plans seeds. Am i doing it wrong somehow? I just put the seeds into a mk2 farm, even added fertilizer, but the farm doesn't plant. (The farm seems to ...
- Mon Feb 16, 2015 6:08 pm
- Forum: Questions, reviews and ratings
- Topic: HowTo Treefarm aka Q&A
- Replies: 17
- Views: 71376
Re: HowTo Treefarm v1.1.1
Sure, I guess I would not understand it either if I did not programmed it :D
Step 0:
- do not place the fieldmk2 inside of your logistic network
Step 1:
- place the field and adjust the size as disered
Step 2:
- build a transport-belt + inserter to supply the field with germling (or other seeds ...
Step 0:
- do not place the fieldmk2 inside of your logistic network
Step 1:
- place the field and adjust the size as disered
Step 2:
- build a transport-belt + inserter to supply the field with germling (or other seeds ...