Search found 703 matches

by aka13
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.
by aka13
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.
by aka13
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!
by aka13
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...
by aka13
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...
by aka13
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.
by aka13
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...
by aka13
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...
by aka13
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 ...
by aka13
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...
by aka13
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...
by aka13
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.
by aka13
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?
by aka13
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...
by aka13
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...
by aka13
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?! :shock:
by aka13
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.
by aka13
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...
by aka13
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...
by aka13
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.

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