Search found 29 matches

by theBeave
Fri Jun 21, 2019 12:59 pm
Forum: Minor issues
Topic: [0.17.50] Game locks w/ black screen, 100% cpu after 3 autosaves
Replies: 9
Views: 5474

Re: [0.17.50] Game locks w/ black screen, 100% cpu after 3 autosaves

It felt as though Rseding91 was having a bit of fun about the 'max playtime' until one does the math for 6o ticks/second on that amount of time (4.2billion ticks, max 32-bit number). I imagine this is 'will not fix' situation for the rare 2.25 man-years required to hit this edge-case. Figuring the o...
by theBeave
Sun Dec 24, 2017 1:50 pm
Forum: Modding help
Topic: Is it possible to attach an ide lua debugger?
Replies: 0
Views: 832

Is it possible to attach an ide lua debugger?

Does factorio have any means to enable/attach a debugging tool to the userland lua interpreter to break on, inspect, and debug mods? If so, how? What is the address:port to connect with an ide? Does a particular library need to be included in a mod to enable? If not, why not? Certainly the lua engin...
by theBeave
Fri Dec 15, 2017 6:45 pm
Forum: Duplicates
Topic: [0.16.x][mac 10.13] Update fails to chmod -x factorio
Replies: 2
Views: 1231

[0.16.x][mac 10.13] Update fails to chmod -x factorio

macOS High Sierra 10.13.2 factorio 0.16 -> 0.16.3 Steps to reproduce: Updating factorio via in-game updater Updates downloaded and applied in order via response from the in-game dialog. >> After updates finish and current instance closes, routine will spit out generic Factorio error message: "U...
by theBeave
Sun Nov 27, 2016 5:10 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 63669

Re: Friday Facts #166 - Combat Revisit

General Ideas for combat engagement: The current premise is that biters expand in all directions, including TOWARDS pollution. What if we change, and biters behave more like trees? Effectively moving AWAY from pollution ?! Revamp biters and nests to the following (much of this already generally exis...
by theBeave
Sun Oct 09, 2016 6:45 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104436

Re: Friday Facts #159 - Research revolution

I'd just be happy if there was a way to make sure the GM's team doesn't pick "Forest Green" and then force your team to use "Hot Pink" and promptly get your team blown out when you can't see them in the forests. Couple ideas on that front that I haven't seen mentioned: a) Standa...
by theBeave
Sun Sep 25, 2016 10:41 pm
Forum: Mod and installation managers
Topic: Simple zip-like launcher for OSX
Replies: 1
Views: 2655

Simple zip-like launcher for OSX

OSX does not have the zip installation option that Windows has. So this little applescript launcher will automatically launch factorio with optional adjacent mods folder and/or config file. With this, you can have an alias to the game setup launcher you would like to use. If you just need simple, th...
by theBeave
Wed Apr 06, 2016 1:16 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Orthogonal Splitter
Replies: 0
Views: 689

[Idea] Orthogonal Splitter

A single tile, belt object, that has 2 input (North and South) and 2 output (East and West) belts. This would serve the same functional purpose as the standard splitter, and behave the same way as far as combining and/or splitting inputs/outputs. Except, that the inputs are 90 degrees from the outpu...
by theBeave
Sat Mar 19, 2016 9:14 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Sparse Belt
Replies: 5
Views: 1764

Re: [Idea] Sparse Belt

The metered route does work for certain circumstances, but is tricky to implement well. Caveats: The goods will of course still have the ability to compress and collect at the end of the belt. Even on yellow belt, things like burner-inserters have difficulty grabbing goods from belt-to-ground tiles ...
by theBeave
Fri Mar 18, 2016 3:30 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Sparse Belt
Replies: 5
Views: 1764

[Idea] Sparse Belt

One simple example: Some setups use a loop of ammo around the base perimeter, supplying guns along the way. Having such a belt represents a huge investment of materials to fully laden and supply. Proposed idea: Belt that only allows one item per segment. The standard belt (fully laden) holds 8 items...
by theBeave
Tue Mar 15, 2016 2:22 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Surveillance Drone
Replies: 3
Views: 1786

[Idea] Surveillance Drone

Idea: A flying drone that flies far and wide, noting resources and biters in areas covered. Discussion: For the sake of idea conveyance, this is effectively a really long range radar. Graphics of actually displaying a moving drone aside, the mechanics would be as follows: A base station is placed do...
by theBeave
Mon Feb 15, 2016 9:19 pm
Forum: Won't fix.
Topic: [0.12.22 OSX] [Martin] Commnad-WASD makes movement sticky
Replies: 1
Views: 3502

[0.12.22 OSX] [Martin] Commnad-WASD makes movement sticky

Using the OSX Command key in combination with W,A,S,D makes said movement sticky. For example, Command-S 'toggles' on movement south until the S key is pressed again. Steps: New game, get to where player is in control of character Verify WASD movement working as expected Press key combination Comman...
by theBeave
Mon Jan 11, 2016 2:18 pm
Forum: Not a bug
Topic: Damaged walls block assembly machines from functioning
Replies: 12
Views: 28166

Re: Damaged walls block assembly machines from functioning

A logistics network filter for 'Damaged Items' would facilitate this functionality. As it it could be applied to a requester chest > items passed into fictional repair machine > then dumped out into provider/storage chest. I see the following being points of discussion: - This would require that 'co...
by theBeave
Fri Nov 20, 2015 10:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.17] [pending] Tech Icon - Optics corrupt in game
Replies: 9
Views: 16286

Re: [0.12.17] [pending] Tech Icon - Optics corrupt in game

I redownloaded, started a new game, and it is the wrong icon all together!! The optics icon was showing the explosives (I did not grab a screenshot of that). However, per a previous post, I went in an set a custom UI Scale, then set back to system default, quit and deleted crop-cache.dat again. On a...
by theBeave
Fri Nov 20, 2015 10:59 am
Forum: Resolved Problems and Bugs
Topic: [0.12.17] [pending] Tech Icon - Optics corrupt in game
Replies: 9
Views: 16286

Re: [0.12.17] [pending] Tech Icon - Optics corrupt in game

SS attached:
corrupt optics tech icon.jpg
corrupt optics tech icon.jpg (106.5 KiB) Viewed 16111 times
(sorry, I have been incredibly busy of late)
by theBeave
Mon Nov 16, 2015 6:18 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.17] [pending] Tech Icon - Optics corrupt in game
Replies: 9
Views: 16286

Re: [0.12.17] [kovarex] Tech Icon - Optics corrupt in game

I had opportunity to try removing crop-cache.dat file as recommended -
> graphical corruption remains

I do not use UI Scale, the Option is set at 'System default, 100%'
by theBeave
Sat Nov 14, 2015 4:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.17] [pending] Tech Icon - Optics corrupt in game
Replies: 9
Views: 16286

[0.12.17] [pending] Tech Icon - Optics corrupt in game

ver: 12.17 os: OSX - 10.11.1 The technology icon for Optics is showing as corrupt (graphical static/noise) when bringing up the technology dialog (T) However, the image appears fine if navigating directly to the file in Finder. I originally noticed after updating via in-game update mechanism. Howeve...
by theBeave
Fri Aug 21, 2015 2:39 pm
Forum: Mods
Topic: [MOD 0.12.x] Aircraft
Replies: 65
Views: 101262

Re: [0.12.] Aircraft

Improvement Idea: A method to call the aircraft to your location. How many times how we driven a vehicle to a location, then get carried away in construction or biter killing only to forget where we parked our vehicle. It would be nice to be able to press a button and have the vehicle arrive at our ...
by theBeave
Tue Jul 28, 2015 1:03 pm
Forum: Ideas and Requests For Mods
Topic: [REQ] Train colors
Replies: 2
Views: 4536

Re: [REQ] Train colors

Thanks. Good job in broadening its scope and usefulness
by theBeave
Tue Jul 21, 2015 10:45 am
Forum: Ideas and Requests For Mods
Topic: Belt-End Presenter/Collecter/Sampler
Replies: 1
Views: 3685

Belt-End Presenter/Collecter/Sampler

As we know, 0.12 made the change that belts now have to occupy the inserter pickup zone for goods to be sourced. This limits the potential variety of any given tile to 2 products (one per lane of the belt) In 0.11, it would have been possible to have up to four belts aimed at a blank tile, from whic...
by theBeave
Fri Jul 17, 2015 11:19 am
Forum: Questions, reviews and ratings
Topic: (New) mod categories!?!
Replies: 35
Views: 26793

Re: (New) mod categories!?!

FYI: The current 0.12 mod 'Gameplay/Convinience' category name is misspelled, should be 'CONVENIENCE'

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