Search found 20 matches

by Twisted
Sun Apr 19, 2015 11:32 am
Forum: Not a bug
Topic: [0.11.21] Refuelling sadness
Replies: 9
Views: 7088

Re: [0.11.21] Refuelling sadness

Maybe somebody makes a simple refueling/restocking inserter mod, that could be the easiest solution. You can try to request such a thing.
by Twisted
Thu Apr 09, 2015 3:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.21] Autoupdate failure, unexpected content
Replies: 5
Views: 2712

[0.11.21] Autoupdate failure, unexpected content

Not much more info than this:
Image
by Twisted
Thu Apr 09, 2015 3:46 pm
Forum: Releases
Topic: Version 0.11.21
Replies: 48
Views: 56111

Re: Version 0.11.21

Almost :P

Image
by Twisted
Wed Apr 08, 2015 5:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.19] [kovarex] Bots don't autorepair red/green wires
Replies: 6
Views: 6491

Re: [0.11.19] [kovarex] Bots don't autorepair red/green wires

Excellent, it's nice to be a part of building this awesome game.
by Twisted
Sun Apr 05, 2015 12:40 pm
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 100918

Re: Bug Reports

Same bug here when trying to remove MK2 fields. Field being active or not does not seem to matter. Does not happen with every removal try or with every field. http://i.imgur.com/NREKzd0.png All mods latest version, Factorio 0.11.20: { "mods": [ { "name": "base", "e...
by Twisted
Tue Mar 31, 2015 3:04 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.19] [kovarex] MP Desync on joining
Replies: 3
Views: 3932

Re: [0.11.19] [kovarex] MP Desync on joining

Interesting, I though this was completely clean vanilla game. Could you add any more information about those modded prototypes so I can try to figure out how they ended up in there.

Thanks for the fix :oops:
by Twisted
Mon Mar 30, 2015 8:18 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.19] [kovarex] MP Desync on joining
Replies: 3
Views: 3932

[0.11.19] [kovarex] MP Desync on joining

I have this vanilla mp game with 40 hours in it (nr 11) and this savegame causes instant desync when other player joins in it. Earlier save has 38 hours (nr 10) and that one does not desync. Sometimes trying to connect to the host fails for player2 and host says something about unknown player tried ...
by Twisted
Sun Mar 29, 2015 11:18 am
Forum: Duplicates
Topic: Coal on corners gets stuck
Replies: 6
Views: 6134

Re: Coal on corners gets stuck

I have seen the 3-line stuck problem too, but it has been mostly caused by altering the belt setup and adding splitters etc. so it does not often happen spontaneously in game. Inserting items into belt corners will cause this however. Kovarex, will your new logic fix the loss of compression in belt ...
by Twisted
Wed Mar 25, 2015 12:46 pm
Forum: Implemented Suggestions
Topic: Trees should regenerate health (or have hidden HP bars) ☸
Replies: 59
Views: 27679

Re: Tree Behavior Proposal

drs9999 wrote:
SHiRKiT wrote:
Khyron wrote:Call me crazy, but maybe trees can just hide their health bar. 8-)
I think that's by far the best solution.
+1
Voted
by Twisted
Wed Mar 25, 2015 12:09 pm
Forum: Implemented Suggestions
Topic: A 'send to store' list for the player and logistics network
Replies: 12
Views: 20973

Re: A 'send to store' list for the player and logistics netw

I like this idea. After all, logistics is more than "gimme moar stuff!" It means having the right amount of stuff in the right place at the right time. Exactly, robots should take away unneeded stuff right from the inventory without the need to place active chest and put it in there. Mayb...
by Twisted
Wed Mar 25, 2015 12:03 pm
Forum: Implemented Suggestions
Topic: allow replacing belts with splitters
Replies: 25
Views: 23513

Re: allow replacing belts with splitters

One of the little annoying things is having to remove a piece of belt to place a splitter in. This game has many intelligent features, fast replace, drag-and-drop, etc. This fits well with them.

Supported.
by Twisted
Wed Mar 25, 2015 11:55 am
Forum: Ideas and Suggestions
Topic: Fast replaceable power poles
Replies: 4
Views: 2098

Fast replaceable power poles

It would be nice to be able to replace small power pole with a medium one without removing it first, and vice versa. Big pole could be also supported but it needs to check if the larger footprint fits the space. Some votes for the matter can be found here https://forums.factorio.com/forum/viewtopic....
by Twisted
Tue Mar 24, 2015 7:12 pm
Forum: Mods
Topic: [0.10.1+] Hydrogen power
Replies: 6
Views: 11758

Re: [0.10.1+] Hydrogen power

Works like a charm on 0.11.19.
Could use a simple researchable tech to make it more polished but works as is.
by Twisted
Tue Mar 24, 2015 5:40 pm
Forum: Mods
Topic: [0.11.X] Expanded Robot Technologies
Replies: 13
Views: 21794

Re: [0.11.X] Logistic Robot Capacity Mod

Very nice little mod to reduce clutter on bigger factories, hopefully gets integrated to vanilla game at some point.
by Twisted
Tue Mar 24, 2015 4:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.19][twinsen] CRASH on short number format
Replies: 2
Views: 4088

[0.11.19][twinsen] CRASH on short number format

Using Creative mode 1.4.0 mod from Y.Petremann's https://forums.factorio.com/forum/viewtopic.php?f=14&t=8976 EDIT: Creative mode 1.5.0 has a workaround for this issue, just using values below the crash threshold. 0.11.19 Release notes: -Fixed crash when the number shown in the short number forma...
by Twisted
Tue Mar 24, 2015 2:57 pm
Forum: Mods
Topic: [0.11.x] Y.Petremann's mods (6 mods)
Replies: 96
Views: 87157

Re: [0.11.x] Y.Petremann's mods (5 mods)

Testing Creative mod 1.4.0 with Factorio 0.11.19 Win7 x64 and it does crash if I put mouse over the lab-looking 2 things. Other items don't seem to crash. EDIT: Seems to be Factorio issue with short number format. I guess it gets fixed soon. As a hotfix you could update your mod not to have any valu...
by Twisted
Tue Mar 24, 2015 2:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.19] [kovarex] Bots don't autorepair red/green wires
Replies: 6
Views: 6491

[0.11.19] [kovarex] Bots don't autorepair red/green wires

If a pole connected to a smart inserter and a chest with red/green wires gets destroyed, robots do replace the pole but the red/green wires don't get replaced. Bots don't tell about missing red/green wires for fixing the construction either.
by Twisted
Mon Mar 23, 2015 2:33 pm
Forum: Duplicates
Topic: [0.11.19] CRASH on destroying smart inserter
Replies: 1
Views: 2929

[0.11.19] CRASH on destroying smart inserter

EDIT: Seems to be green/red wire condition related, does not crash without said wires. EDIT2: Does not crash on a new game without any technology researched, does crash after all tech has been unlocked. Must be related to automated construction IMHO. Destroying smart inserter causes a crash. http://...

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