Search found 60 matches

by bbgun06
Fri Dec 06, 2019 3:04 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 44806

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

Thank you for constantly making the game run better on my toaster computer! Every version I can build a larger factory!
NelsonSKA wrote: ↑
Fri Dec 06, 2019 2:52 pm
How about add a tree movement when the biters pass through a forest? That will be awesome to watch!
This would be cool.
by bbgun06
Fri Nov 08, 2019 8:04 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 73821

Re: Friday Facts #320 - Color correction

I like the new colors. I would also like to see more improvement to the map view, with different types of entities in different colors.
The capability is there: https://mods.factorio.com/mod/Enhanced_Map_Colors
by bbgun06
Tue Mar 05, 2019 5:22 pm
Forum: Implemented Suggestions
Topic: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confusing
Replies: 11
Views: 3860

Re: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confus

It must demonstrate the open design gameplay of Freeplay. Nothing that I add should affect the Freeplay experience. The demo/tutorial should have exactly the same mechanics as vanilla Factorio. Instead of the loader, just say, "You connected the belts, now put an inserter here." Have an e...
by bbgun06
Fri Dec 07, 2018 2:06 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 32862

Re: Friday Facts #272 - Mod GUI

SuperSandro2000 wrote: ↑
Fri Dec 07, 2018 1:27 pm
Can we finally install, update, remove and toggle mods without restarting 4 times?
That would be so nice to have!
by bbgun06
Fri Nov 02, 2018 10:38 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 47037

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

It sounds like you guys need to get some playtesters in and have them each play with the different gui options to figure out which should be default.
Though i'm not sure if i woudln't want more expensive robots/roboports for that for balancing.
There is already bot capacity research.
by bbgun06
Thu Jun 07, 2018 3:37 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Close to 5k SPM Megaspaghetti
Replies: 3
Views: 6454

Re: Close to 5k SPM Megaspaghetti

Wow, this is awesome! But I only see 807SPM. Pics or it didn't happen!
JK. Thanks for sharing!
by bbgun06
Wed May 30, 2018 6:11 pm
Forum: General discussion
Topic: Reading Power capacity and demand
Replies: 57
Views: 26027

Re: Reading Power capacity and demand

The third bar is possible if for some reason (Solar in the morning/evening or insufficient coal/water) the electrical generators are not producing their full amount, but the accumulators are able to make up the difference. Basically any combination is is possible. The game doesn't need to care what ...
by bbgun06
Wed May 30, 2018 4:17 am
Forum: General discussion
Topic: Reading Power capacity and demand
Replies: 57
Views: 26027

Re: Reading Power capacity and demand

I think Piroko's mockup is brilliant. I suggest adding another bar for the accumulator charge state and capacity.
by bbgun06
Fri May 04, 2018 5:22 pm
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 45122

Re: Friday Facts #241 - New player experience

The bare minimum you need to demonstrate the mechanics of the game are: Miner -> Belt -> Inserter -> Assembler -> Inserter -> Chest. Point is, this demonstrates resource extraction, automation, and transportation. This is a core mechanic that scales. None of these by themselves paint a clear pictur...
by bbgun06
Sun Mar 18, 2018 2:12 am
Forum: Not a bug
Topic: [16.30] 'pulsing' server not responding.
Replies: 2
Views: 1288

[16.30] 'pulsing' server not responding.

I'm posting this as it's own bug because I've seen it a number of times and I can't tell if it is a cause or effect of other bugs. Sometimes this happens while I'm already in a multiplayer game, and sometimes while trying to connect. The game appears to run at about one tick per second (from watchin...
by bbgun06
Sun Mar 18, 2018 1:32 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.30] Crash on reconnect to server: "received non sequention tick closure."
Replies: 1
Views: 1101

[Rseding91] [0.16.30] Crash on reconnect to server: "received non sequention tick closure."

This crash happened after the server stopped responding. The 'server not responding' bar was filling up slowly; it was unfilling slightly about once per second, then filling back up. The game seemed to be advancing by only one tick every second. (I've also seen this 'pulsing' behavior of the server ...
by bbgun06
Wed Feb 14, 2018 6:27 pm
Forum: Modding help
Topic: [16.23] cryptic error message while connecting to server
Replies: 7
Views: 4034

Re: [16.23] cryptic error message while connecting to server

Klonan wrote:Saving and reloading changed the scenario
Yes, but that only happened after we had problems rejoining.

The main problem is the error message doesn't make any sense.
by bbgun06
Wed Feb 14, 2018 3:25 am
Forum: Desyncs with mods
Topic: [16.23] Series of desyncs with server not responding
Replies: 0
Views: 1131

[16.23] Series of desyncs with server not responding

The first desync was right after we got attacked. Then the "server not responding" box started blinking as I tried to reconnect, and continued for the rest of the time while I reconnected and desynced 3 more times. The last time I connected, it didn't desync right away, but it was still bl...
by bbgun06
Wed Feb 14, 2018 2:45 am
Forum: Modding help
Topic: [16.23] cryptic error message while connecting to server
Replies: 7
Views: 4034

[16.23] cryptic error message while connecting to server

"Cannot join. The following mod script files are not identical between you and the server: level" I got this error message trying to connect to a multiplayer server. I had been in the server but lost connection, so I tried to rejoin. Before losing my connection, the "Server not respon...
by bbgun06
Sat Jul 29, 2017 10:43 pm
Forum: News
Topic: Friday Facts #201 - 0.15 Stable, but not really
Replies: 148
Views: 51680

Re: Friday Facts #201 - 0.15 Stable, but not really

Thanks for the hard work improving the game loading process. I've noticed that trying to alt-tab while loading the game behaves very badly. Either alt-tab doesn't do anything or it is very slow and unresponsive. Also the sound sometimes gets choppy while the game is loading in the background. Also I...
by bbgun06
Thu Jun 08, 2017 5:22 am
Forum: Resolved Problems and Bugs
Topic: [.15.3] Root Gui Elements Errors/inconsistencies
Replies: 3
Views: 2528

Re: [.15.3] Root Gui Elements Errors/inconsistencies

Posila, perhaps the first bug was fixed but not the second? I just confirmed (in .15.18) that elements in gui.left are still arranged horizontally across the screen. I think this was supposed to be fixed before .15, as Kovarex said in this thread: https://forums.factorio.com/viewtopic.php?p=206376#p...
by bbgun06
Thu Jun 08, 2017 5:22 am
Forum: Resolved Problems and Bugs
Topic: Vertical gui.left, again?
Replies: 4
Views: 1622

Re: Vertical gui.left, again?

I can confirm that this is still an issue in .15.18.
Also, this should be moved to the bug report forum.
by bbgun06
Fri May 26, 2017 5:08 am
Forum: Resolved Problems and Bugs
Topic: Inserter facing up/north slower than other directions
Replies: 38
Views: 38856

Re: Inserter facing up/north slower than other directions

Are the inserters moving in odd paths because they're trying to look like they're moving in 3D perspective?
by bbgun06
Wed May 24, 2017 4:49 am
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 17995

Re: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance

Performance is much improved with the latest update! However, I suggest increasing the maximum energy per circuit, because roboports and lasers use so much power. One roboport draws 5MW, so that is enough to max out any circuit it's attached to. If it gets just a few robots charging there, then ever...
by bbgun06
Tue May 16, 2017 2:55 pm
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 17995

Re: [MOD][WIP .15] High Voltage 0.0.3 : Energy over distance

Here is the save. Note that this wasn't actually connected to the power station, although it acted like it was on one side.

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