Search found 703 matches
- Tue Nov 24, 2015 6:33 pm
- Forum: Duplicates
- Topic: Non-reproducable crash 0.12.18
- Replies: 2
- Views: 7025
Re: Non-reproducable crash 0.12.18
Great, sorry for the doubleposting then. Topic can be closed.
- Tue Nov 24, 2015 5:58 pm
- Forum: Duplicates
- Topic: Non-reproducable crash 0.12.18
- Replies: 2
- Views: 7025
Non-reproducable crash 0.12.18
Hello,
I have experienced a few strange crashes today, not caused by anything in particular, with no obvious reason, at least to me. Running on win 10x64, windowed, using 3 displays with nvidia surround, 0.12.18. Crash log attached. I hope it is useful to someone.
I have experienced a few strange crashes today, not caused by anything in particular, with no obvious reason, at least to me. Running on win 10x64, windowed, using 3 displays with nvidia surround, 0.12.18. Crash log attached. I hope it is useful to someone.
- Thu Nov 19, 2015 7:19 pm
- Forum: Technical Help
- Topic: Running Factorio on Dell Venue 8
- Replies: 4
- Views: 7653
Re: Running Factorio on Dell Venue 8
I absolutely forgot that the experimental version is downloaded separately. Strangely, I did not even have to tweak the configs. It just worked. Developer aura in the thread I guess. THank you everyone, I got my solution!
- Thu Nov 19, 2015 9:45 am
- Forum: Technical Help
- Topic: Running Factorio on Dell Venue 8
- Replies: 4
- Views: 7653
Running Factorio on Dell Venue 8
Hello, I was getting into factorio in the last few days, but it seems the last few updates broke something for me. I can not start the game on my dell venue 8, while I was successfully playing the game with good performance on it a few months ago. I am getting a strange sprite load error on 10% load...
- Mon Nov 16, 2015 3:09 pm
- Forum: News
- Topic: Friday Facts #112 - Better noise
- Replies: 63
- Views: 45387
Re: Friday Facts #112 - Better noise
From my humble experience, projects which were not built ground-up with multithreaded support from the beginning tend to never end up having proper multithreading, simply because of the expenses and complexity of the said task after most of the project is complete. But I have no large field experien...
- Mon Nov 16, 2015 1:09 pm
- Forum: News
- Topic: Friday Facts #112 - Better noise
- Replies: 63
- Views: 45387
Re: Friday Facts #112 - Better noise
Easier, but not necessary better.
Since the new intel leak for the k-Series with 10 cores and 20 threads, I think multicore has a brighter future.
Since the new intel leak for the k-Series with 10 cores and 20 threads, I think multicore has a brighter future.
- Tue Aug 11, 2015 10:25 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.3] Map created by map editor is not loadable
- Replies: 6
- Views: 2219
Re: Crashing in Map Editor and Loading custome map 12.3
your running a gtx 980ti and a gtx 760 in sli? how is that possible ? do you mean by "primary" you're saying that your only using that one? It's not possible at all. Having another card is not giving you anything in term of performance boosting. You can not even move physx to the second c...
- Tue Aug 11, 2015 8:36 am
- Forum: Not a bug
- Topic: [0.10.8] "space" fires combat shotgun out into the open
- Replies: 7
- Views: 6251
Re: [0.10.8] "space" fires combat shotgun out into the open
This may be intended behavior, but I'd like to call that intention back into question. The pistol and the sub-machine gun both train the user to think of the space bar as a gun with a safety. If there are no enemies around, it won't do anything harmful, whereas the c key is "no really, just fi...
- Tue Aug 11, 2015 6:38 am
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 120151
Re: [MOD 0.11.x - 0.12.x] Marathon
Yes, indeed, I am 60h + in a game with RSO and Marathon, and I must say that this is brilliant. 1 Suggestion though - since vanilla medium and big electric poles use plates instead of wires most of the time they are easier and faster to craft then the small ones. I think it deserves some sort of a ...
- Mon Aug 10, 2015 5:56 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 184366
Re: [0.12.x] RSO Discussion thread
I think these small patches are quite interesting to mine. Most of the time you end up lazing rails to a bigger deposit one waz or another, and encounter these small ones. I usually have an 1-wagon-small-patch-collector-train, which is driving slowly between the patches, collecting the resources fro...
- Mon Aug 10, 2015 4:55 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 120151
Re: [MOD 0.11.x - 0.12.x] Marathon
Hi Guys, I want to start a new game with Marathon and RSO, and I don't want to waste several hours before I would realize that the mod is not active at all. So I downloaded 0.5.3 for the 0.12.3 version of the game, and in the mods menu I can see the Marathon mod there, I enabled it, but when I star...
- Sun Aug 09, 2015 11:55 am
- Forum: Resolved Problems and Bugs
- Topic: 0.12.3 - Zooming without scroll wheel is extremely difficult
- Replies: 4
- Views: 3137
Re: 0.12.3 - Zooming without scroll wheel is extremely difficult
Or you can like buy a 3$ mouse with a scrollwheel.
- Sat Aug 08, 2015 4:09 pm
- Forum: Modding help
- Topic: Multi surface support for RSO
- Replies: 5
- Views: 2120
Re: Multi surface support for RSO
I always wanted to ask, can you actually generate deposits bigger than a chunk?
- Sat Aug 08, 2015 3:55 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 384615
Re: Combinators 101
What the hell would be the application of a HARDWARE based PID-controller in FACTORIO?! :shock: the same as in a real factory, naturally - to dynamically and automatically balance production to a changing rate of consumption. Though I suspect, limits of working with integers only aside, things tend...
- Sat Aug 08, 2015 3:29 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 384615
Re: Combinators 101
What the hell would be the application of a HARDWARE based PID-controller in FACTORIO?! :shock: the same as in a real factory, naturally - to dynamically and automatically balance production to a changing rate of consumption. Though I suspect, limits of working with integers only aside, things tend...
- Sat Aug 08, 2015 1:31 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 384615
Re: Combinators 101
What the hell would be the application of a HARDWARE based PID-controller in FACTORIO?!
- Sat Aug 08, 2015 10:29 am
- Forum: Resolved Problems and Bugs
- Topic: Tree not auto-marked for removal when forcing blueprint
- Replies: 4
- Views: 5419
Re: Tree not auto-marked for removal when forcing blueprint
Can confirm the same in 0.12.3, using RSO and Marathon. Sometimes shiftclicking does not mark trees for deconstruction. Attached a savefile where a turret from a blueprint does not force a tree for deconstruction.
- Fri Aug 07, 2015 11:22 am
- Forum: Show your Creations
- Topic: How I defend my base using outposts
- Replies: 13
- Views: 24089
Re: How I defend my base using outposts
I still dont agree with you, ssilk. Biters settle closest at >3 chunks away from your buildings. That means an outpost every 7th chunk. Lets sax we male state of the art outposts with a roboport, repair packs and spare parts and a double-layered wall. We provide electricity centralized from the main...
- Thu Aug 06, 2015 2:50 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 184366
Re: [0.12.x] RSO Discussion thread
There is a change to balance ore amounts. This is exactly what I'm referring to. Forcing total resources regardless of patch size does weird things to generation. For example, I saw someone playing a couple days ago that had >100k coal in a one miner sized patch. In the other circumstance, you coul...
- Thu Aug 06, 2015 2:45 pm
- Forum: General discussion
- Topic: The Fighting Aspect
- Replies: 9
- Views: 12538
Re: The Fighting Aspect
That would be interesting. Just assemble units which use the same pathfinding biters do to reverse-attack them.