Search found 26 matches

by Boldar
Thu May 03, 2018 8:25 pm
Forum: Pending
Topic: [0.16.36] Crash in C:\WINDOWS\System32\KERNELBASE.dll
Replies: 2
Views: 1838

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.
by Boldar
Thu May 03, 2018 1:08 am
Forum: Resolved Problems and Bugs
Topic: [0.16.40] Train signals no longer working
Replies: 33
Views: 16143

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?
by Boldar
Thu May 03, 2018 12:36 am
Forum: Gameplay Help
Topic: Every SIgnal broke
Replies: 4
Views: 1543

Re: Every SIgnal broke

Ok, sorry, thank you. This can be deleted then i guess.
by Boldar
Wed May 02, 2018 11:30 pm
Forum: Gameplay Help
Topic: Every SIgnal broke
Replies: 4
Views: 1543

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. Edit...
by Boldar
Tue May 01, 2018 11:58 pm
Forum: Gameplay Help
Topic: Logistic Numbers
Replies: 8
Views: 2339

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.
by Boldar
Tue May 01, 2018 11:14 pm
Forum: Gameplay Help
Topic: Logistic Numbers
Replies: 8
Views: 2339

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.
by Boldar
Tue May 01, 2018 2:24 am
Forum: Gameplay Help
Topic: Logistic Numbers
Replies: 8
Views: 2339

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 cy...
by Boldar
Tue May 01, 2018 1:19 am
Forum: Gameplay Help
Topic: Logistic Numbers
Replies: 8
Views: 2339

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 s...
by Boldar
Wed Feb 28, 2018 4:34 am
Forum: Gameplay Help
Topic: Conditional Lab Activation
Replies: 23
Views: 8825

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 dischar...
by Boldar
Mon Feb 26, 2018 7:55 pm
Forum: Gameplay Help
Topic: Conditional Lab Activation
Replies: 23
Views: 8825

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.
by Boldar
Fri Feb 23, 2018 5:57 am
Forum: Gameplay Help
Topic: Conditional Lab Activation
Replies: 23
Views: 8825

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 resea...
by Boldar
Thu Jun 01, 2017 9:27 am
Forum: Gameplay Help
Topic: 4:4:1 Belt Splitter
Replies: 6
Views: 5091

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.
by Boldar
Thu Jun 01, 2017 6:33 am
Forum: Gameplay Help
Topic: 4:4:1 Belt Splitter
Replies: 6
Views: 5091

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 extra...
by Boldar
Mon Mar 20, 2017 2:23 am
Forum: Mods
Topic: [0.13] FLAN - the mod formerly known as Wireless Networks
Replies: 13
Views: 7298

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.
by Boldar
Tue Sep 29, 2015 7:36 pm
Forum: Ideas and Requests For Mods
Topic: Suggestion for a Power Overhaul Mod - Interest?
Replies: 4
Views: 5987

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'r...
by Boldar
Tue Sep 29, 2015 4:02 pm
Forum: Ideas and Requests For Mods
Topic: Suggestion for a Power Overhaul Mod - Interest?
Replies: 4
Views: 5987

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 o...
by Boldar
Thu Feb 19, 2015 4:12 pm
Forum: Mods
Topic: [discontinued][0.11.x - TreeFarm - Addon] AlienPlant
Replies: 45
Views: 58555

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 want...
by Boldar
Wed Feb 18, 2015 7:53 pm
Forum: Mods
Topic: [discontinued][0.11.x - TreeFarm - Addon] AlienPlant
Replies: 45
Views: 58555

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.
by Boldar
Mon Feb 16, 2015 10:34 pm
Forum: Mods
Topic: [discontinued][0.11.x - TreeFarm - Addon] AlienPlant
Replies: 45
Views: 58555

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 wo...
by Boldar
Mon Feb 16, 2015 6:08 pm
Forum: Questions, reviews and ratings
Topic: HowTo Treefarm aka Q&A
Replies: 17
Views: 69606

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 fro...

Go to advanced search