Search found 13 matches

by jonathanpaulson
Wed Mar 20, 2019 12:00 am
Forum: Duplicates
Topic: [0.17.16] Could not load saved game with 0.17.15 version
Replies: 3
Views: 188

Re: [0.17.16] Could not load saved game with 0.17.15 version

I get the same error. Worked in 0.17.15 last night. Hope my save isn't lost...
by jonathanpaulson
Wed Mar 21, 2018 2:36 am
Forum: Maps and Scenarios
Topic: Hammer of the Gods: A Campaign-esque custom scenario
Replies: 9
Views: 7007

Re: Hammer of the Gods: A Campaign-esque custom scenario

Why not publish this as a mod? (to make installation easier)
by jonathanpaulson
Fri Dec 29, 2017 3:18 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.7] Crash loading old saved game, OS X
Replies: 1
Views: 221

[0.16.7] Crash loading old saved game, OS X

Save attached; log inline 0.000 2017-12-29 10:00:44; Factorio 0.16.7 (build 34551, mac, steam) 0.000 Operating system: macOS 10.11.6 0.000 Program arguments: "/Users/jonathanpaulson/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app" 0.000 Read data path: /Users/jonathanpaulson...
by jonathanpaulson
Thu May 04, 2017 3:29 am
Forum: Gameplay Help
Topic: Help with Trains
Replies: 5
Views: 798

Re: Help with Trains

Thanks everyone for the help, especially Kelderek for the annotated images! I managed to get it working.
by jonathanpaulson
Wed May 03, 2017 12:51 pm
Forum: Gameplay Help
Topic: Help with Trains
Replies: 5
Views: 798

Help with Trains

I'm trying to get my first multi-train track working, but either I can't figure out signals or my design is busted. My base is supposed to have two unloading stations with a loop on the end; there are two corresponding iron stations on the other end of the track (each iron station has its their own ...
by jonathanpaulson
Sat Feb 18, 2017 10:23 pm
Forum: News
Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
Replies: 43
Views: 12872

Re: Friday Facts #178 - Minimal mode and Mini-tutorials

I'm really excited to hear about plans for a new campaign. The current one (and goal/story-oriented content in general) is one of my favorite parts of the game.
by jonathanpaulson
Sat Oct 22, 2016 8:37 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 54551

Re: Friday Facts #160 - Playtesting

You may have patch not very far, but they are poor in ressources, each patch got more and more ressource as distance between said patch and starting area grow. Each outpost will then last longer. I have always found there to be enough resources within comfortable belt distance to "finish the game" ...
by jonathanpaulson
Sat Oct 22, 2016 3:16 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 54551

Re: Friday Facts #160 - Playtesting

In all my vanilla playthroughs (including a just-finished 0.14), I have never felt the need for trains. A few-hundred tile conveyer belt always seemed more convenient. Please change something so that trains become a natural option (As of a while ago, the RSO mod did a good job of this).
by jonathanpaulson
Sun Mar 06, 2016 9:55 pm
Forum: Bob's mods
Topic: Wood
Replies: 11
Views: 24317

Re: Wood

Buggi: You can use a priority queue for this, which can find the next (i.e. lowest-time event for you). I don't know Lua, but it should be easy to find an implementation online (or in the Lua libraries), for example https://rosettacode.org/wiki/Priority_queue#Lua Then your main loop can look somethi...
by jonathanpaulson
Sun Oct 11, 2015 5:45 pm
Forum: Technical Help
Topic: [0.12.10] Tight Spot scenario pack isn't working
Replies: 0
Views: 2655

[0.12.10] Tight Spot scenario pack isn't working

I'm on OS X.

.../factorio/temp/currently-playing/control.lua:73: attempt to index global 'tightspot' (a nil value)
by jonathanpaulson
Thu Mar 26, 2015 12:35 am
Forum: Resolved Problems and Bugs
Topic: [0.11.19 OS X][cube] Scenario pack campaigns don't work
Replies: 2
Views: 900

[0.11.19 OS X][cube] Scenario pack campaigns don't work

"Transport belt madness" fails with "__level__/control.lua:4: __level__/transportbeltmadness.lua:4: LuaGameScript doesn't contain key gettext." "Tight spot" fails with "Invalid autoplace control id (4)." OS X Yosemite, build 13860. (Since 0.10.x doesn't work on Yosemite, I don't think there is curre...
by jonathanpaulson
Sun Mar 22, 2015 3:50 am
Forum: Outdated/Not implemented
Topic: Assign Near/Far (or Left/Right) on Inserter ☸
Replies: 20
Views: 13104

Inserters could choose which side of the conveyer they use

----- joined ------ ßilk -------- Right now, the fact that inserters always place on the far or left side of the belt constrains some designs, especially early game. It would be really helpful to have this be a programmable option on the inserters. The options should be "far vs. near" and "left vs....

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