kovarex looks almost like the team is holding him hostage, forcing him to fix all the trains logic without sleeping.
Break the signals in the next update, if this is true. We will notify officials.
Search found 101 matches
- Fri Jun 21, 2019 4:13 pm
- Forum: News
- Topic: Friday Facts #300 - Special edition
- Replies: 49
- Views: 27954
- Fri Sep 28, 2018 5:49 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 61317
Re: Friday Facts #262 - Hello my name is: Compilatron
Another way the Compilatron helps us keep the immersion intact is as a plot agent. Currently campaign plot events just 'happen' when objectives are completed, or when characters internal monologue decides the next move. Now we can have Compilatron act as a driving force to the campaign, it gives ...
- Fri Jul 20, 2018 12:29 pm
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 92
- Views: 50440
Re: Friday Facts #252 - Sound design & Map editor
Yep, i noticed this as well.Proxy wrote:one thing that is a bit disapointing is the fact that the ammo inside the Artillery wagon doesn't move after each shot. you know, as a reloading animation
- Tue Jul 03, 2018 12:52 pm
- Forum: Not a bug
- Topic: [0.16.51] Wired-closed-signal path penalty not applied?
- Replies: 4
- Views: 2072
Re: [0.16.51] Wired-closed-signal path penalty not applied?
One day we will have the complete source code consisting of gists.
- Tue Jul 03, 2018 12:38 pm
- Forum: Ideas and Suggestions
- Topic: Adding rivers to the map generation
- Replies: 4
- Views: 3285
Re: Adding rivers to the map generation
It is pretty difficult to get something structured from the noise-based generation. This was nearly the best I could achieve so far.
The main problem for me is the implementation of interference between different branches of logic. Rivers tends suddenly end just before the seas or cross each other ...
The main problem for me is the implementation of interference between different branches of logic. Rivers tends suddenly end just before the seas or cross each other ...
- Tue Jul 03, 2018 10:10 am
- Forum: Ideas and Suggestions
- Topic: Friendlier Autosaves - on idle [simple to implement]
- Replies: 7
- Views: 2527
Re: Friendlier Autosaves - on idle [simple to implement]
But what about helpless windows users? %)eradicator wrote:Go to config.ini, set non-blocking-saving to true. Be happy.
- Mon Jun 25, 2018 10:24 am
- Forum: Implemented mod requests
- Topic: Player-specific graphics
- Replies: 9
- Views: 5834
Re: Player-specific graphics
Please, move this topic to interface requests.
- Mon Jun 25, 2018 10:22 am
- Forum: Modding interface requests
- Topic: allow rotating carriages while connected
- Replies: 5
- Views: 2299
Re: allow rotating carriages while connected
In general, the ability to rebuild a train without changing its id will be extrimly useful.
Even better if it will be possible to save train, modify it and place it somewhere later with same id as before.
Even better if it will be possible to save train, modify it and place it somewhere later with same id as before.
- Tue Jun 19, 2018 9:03 am
- Forum: Technical Help
- Topic: I think I accidentally overwrote Freeplay scenario
- Replies: 8
- Views: 3178
Re: I think I accidentally overwrote Freeplay scenario
Which version are you using? It looks like a bug fixed in 0.16.44.
If you have steam version, try to verify integrity of game files. Otherwise... Well, reinstall will be easiest solution probably, though in fact you only need original data/base/scenarios/freeplay.
If you have steam version, try to verify integrity of game files. Otherwise... Well, reinstall will be easiest solution probably, though in fact you only need original data/base/scenarios/freeplay.
- Sun Jun 17, 2018 8:53 am
- Forum: Technical Help
- Topic: [SOLVED] Laptop shut down while playing.
- Replies: 8
- Views: 7874
Re: Laptop shut down when playing.
Are you sure? Looks exactly like overheating.girenloland wrote:GPU and CPU temp is not the problem.
- Wed Jun 13, 2018 5:45 am
- Forum: Modding help
- Topic: Default Autoplace Values for Iron and Copper?
- Replies: 2
- Views: 1401
- Fri Jun 08, 2018 1:59 am
- Forum: Modding discussion
- Topic: Make desync reports helpful
- Replies: 16
- Views: 5632
Re: Make desync reports helpful
Though i think the crc is calculated at least once per tick, so the direct cause should always be in the last tick.
But the lua context itself is not included in the crc(at least I think so). Thus, you can spoil some variables(e.g. missinitialize them on join), and it will go unnoticed for a while.
But the lua context itself is not included in the crc(at least I think so). Thus, you can spoil some variables(e.g. missinitialize them on join), and it will go unnoticed for a while.
- Thu Jun 07, 2018 12:40 pm
- Forum: Technical Help
- Topic: Mods not loading
- Replies: 6
- Views: 6810
Re: Mods not loading
Mods directory should be in same place where you found the log files.
- Thu Jun 07, 2018 11:20 am
- Forum: Modding discussion
- Topic: Make desync reports helpful
- Replies: 16
- Views: 5632
Re: Make desync reports helpful
As far as I understand "some crc doesnt match another crc" is exactly how desyncs look from the engine's point of view.
It is not possible to point to some line of mod code and the actual source of trouble can be in a million ticks in the past.
On the other hand, an easy way to get a brief ...
It is not possible to point to some line of mod code and the actual source of trouble can be in a million ticks in the past.
On the other hand, an easy way to get a brief ...
- Thu Jun 07, 2018 12:59 am
- Forum: Ideas and Requests For Mods
- Topic: Detector Rail
- Replies: 2
- Views: 1608
Re: Detector Rail
Will two extra chain signals in row break your design? If not, just read the state of first one.
- Fri Jun 01, 2018 8:26 am
- Forum: Modding help
- Topic: Mods on linux based headless server
- Replies: 3
- Views: 3792
Re: Mods on linux based headless server
With same data directory? It really looks like just corrupted mod files. CheckVacadeluna wrote:I loaded it on the earliest and got no errors.
Code: Select all
unzip -qt /home/minecraft/.factorio/mods/Nanobots_1.0.0.zip
- Thu May 24, 2018 4:45 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Change force of all players items
- Replies: 2
- Views: 3012
Re: Change force of all players items
Code: Select all
for _, surface in pairs(game.surfaces) do
for _, e in pairs(surface.find_entities_filtered{force = "player"}) do
e.force = "team a"
end
end
- Tue May 22, 2018 5:28 pm
- Forum: Modding help
- Topic: Add new tree type
- Replies: 6
- Views: 2616
Re: Add new tree type
Check wikiVillfuk02 wrote:I want some more explanation
- Fri May 18, 2018 1:13 pm
- Forum: General discussion
- Topic: True end of Factorio
- Replies: 17
- Views: 9114
- Wed May 16, 2018 9:58 pm
- Forum: Technical Help
- Topic: [16.43] Sub 20 fps in new worlds
- Replies: 6
- Views: 3062
Re: [16.43] Sub 20 fps in new worlds
llvmpipe is a software renderer. Perhaps you did not install the proper driver for your GPU.