Search found 27 matches

by jmurrayufo
Wed Feb 12, 2020 12:14 am
Forum: Releases
Topic: Version 0.18.6
Replies: 4
Views: 5170

Re: Version 0.18.6

Always love the quick turnarounds even during the experimental phases.
by jmurrayufo
Fri Jun 28, 2019 4:24 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.52] Temporary train stop doesn't respect indexing
Replies: 1
Views: 1565

[kovarex] [0.17.52] Temporary train stop doesn't respect indexing

Bug: It seems the indexing of temporary train stops is not maintained when they are reordered. In some conditions, changing the wait conditions to one temp stop can cause others to pick up the changes. Steps: Give train simple order list (in my example, go to a single station and wait 30 seconds of ...
by jmurrayufo
Sun Jun 09, 2019 9:04 pm
Forum: Releases
Topic: Version 0.17.47
Replies: 26
Views: 9674

Re: Version 0.17.47

steinio wrote:
Sun Jun 09, 2019 3:13 pm
Hey i lost track about the new fluid dynamics.
Is it implemented now or is there a plan for doing it?
I think there are some threading optimizations in place, but the new fluid system had something very very wrong with it and as far as I can tell, it's never been in the 0.17 releases.
by jmurrayufo
Fri Jun 07, 2019 4:03 pm
Forum: Releases
Topic: Version 0.17.47
Replies: 26
Views: 9674

Re: Version 0.17.47

Love to see how fast the team turns around these emergency fixes when something sneaks through. Thanks!
by jmurrayufo
Fri Mar 15, 2019 11:50 pm
Forum: Resolved Problems and Bugs
Topic: 0.17.13 Temporary Train Station only working after 2nd temp station created!
Replies: 7
Views: 1251

Re: 0.17.13 Temporary Train Station only working after 2nd temp station created!

Same issue here on 0.17.14. Workarounds above seem to all correct the issue.
by jmurrayufo
Tue Mar 12, 2019 3:57 am
Forum: Ideas and Suggestions
Topic: Change Factorio's numeric versionning system
Replies: 38
Views: 1222

Re: Version 0.17.11

I know this seems like a silly little thing, but when you guys release version, you should start with version .01 or .001. If you start with 0.17.1 and move to 0.17.9. your next release of 0.17.10 will suddenly jump up and throw all the previous releases out of order. I noticed this because it is h...
by jmurrayufo
Wed Mar 06, 2019 6:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.17] update from 0.17 to 0.17.1 gives error
Replies: 9
Views: 1161

Re: [0.17.0] Automatic updater crashes

While it might not be the most ideal place to get that information, the patch notes have mentioned it for each release that I've seen (viewtopic.php?f=3&t=66854).

The joys of playing on experimental releases! Weee!
by jmurrayufo
Wed Mar 06, 2019 5:57 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.4] Undo does not restore circuit connections
Replies: 3
Views: 597

Re: [kovarex] [0.17.4] Undo does not restore circuit connections

Thanks for the fix! Ctrl+Z is a game changing feature for my clumsy game play, and this was the only part of it that I've found that didn't seem to work right.

You guys are awesome!
by jmurrayufo
Sat Mar 02, 2019 11:59 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.4] Can open console in tech screen
Replies: 1
Views: 569

[Oxyd] [0.17.4] Can open console in tech screen

While the tech screen is open, you can press ` (Or w/e shortcut key you use) and open the LUA console. From there, you cannot type or close it until you leave the tech screen.

Minor issue, but seems odd to behave that way.
by jmurrayufo
Sat Mar 02, 2019 7:55 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.4] Undo does not restore circuit connections
Replies: 3
Views: 597

[kovarex] [0.17.4] Undo does not restore circuit connections

Problem: Pressing ctrl+z (Undo) after removing an entity with a circuit connection restores the item, but not the circuit connections it had (even though the other entities are still correctly placed). Expected behavior: Undo should restore affected entities to their previous states. Tested on: 0.17...
by jmurrayufo
Fri Mar 01, 2019 9:09 pm
Forum: Logistic Train Network
Topic: Locked Slots confusion
Replies: 5
Views: 364

Re: Locked Slots confusion

Ah, so this needs to be used in conjunction with limiting inserters to have meaningful effect?
by jmurrayufo
Fri Mar 01, 2019 8:44 pm
Forum: Logistic Train Network
Topic: Locked Slots confusion
Replies: 5
Views: 364

Locked Slots confusion

Not sure if this is a bug with the 0.17.x updates, or if I just don't know how to use LTN yet. As a full disclosure, this is my first time playing with the mod so this very well could be a misunderstanding on my part. As far as I can tell, "Locked Slots" doesn't work. My test setup is as follows: De...
by jmurrayufo
Thu Feb 28, 2019 7:52 pm
Forum: Releases
Topic: Version 0.17.3
Replies: 42
Views: 17934

Re: Version 0.17.3

Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before. Could anyone offer an EILI5 on this? If you build a rail circle with one station but no signals, the train will now allo...
by jmurrayufo
Thu Feb 28, 2019 7:37 pm
Forum: Releases
Topic: Version 0.17.3
Replies: 42
Views: 17934

Re: Version 0.17.3

Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.
Could anyone offer an EILI5 on this?
by jmurrayufo
Fri Feb 01, 2019 9:45 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 30321

Re: Friday Facts #280 - Visual Feedback is the king

If waypoints are just train stops, how do you address the penalty for driving through a train stop without having it in schedule? If you keep it as is, all trains without this waypoint would avoid the route. Wouldn't they really just prefer that route less, rather than avoiding it all together? Tra...
by jmurrayufo
Fri Aug 10, 2018 5:05 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 19127

Re: Friday Facts #255 - Construction tools

I love every bit of this update. Research queue conclusion The LAN party also gave us insight, that the research queue is still valuable in some cases, especially in multiplayer, where I can add the research I need after the current one without cancelling the research of someone else. After some dis...
by jmurrayufo
Sat Jun 16, 2018 4:59 am
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 141
Views: 25165

Re: Friday Facts #247 - Pricing and its exploits

I think the fact that we are seeing other real takes on the "lets build a factory" game is probably one of the best signs you will ever see that you got it right. As a developer, it means you now are not subject to a vacuum within your games space. Others will be trying different ideas, and you will...
by jmurrayufo
Mon Jan 22, 2018 11:56 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.17] Priority splitter can stop unblocked lane
Replies: 13
Views: 3380

Re: [16.17] Priority splitter can stop unblocked lane

I can reproduce this on blue belts without destroying anything, so I don't think it's that. I can create a loop on one side, and a stub on the other to test and the loop will often go once around before reaching it's error state.
by jmurrayufo
Mon Jan 22, 2018 11:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.17] game does not start on Linux (library/.so issue)
Replies: 11
Views: 1598

Re: [0.16.17] game does not start on Linux (library/.so issue)

Same thing here on Debian.

Code: Select all

factorio@factorioServer:~/Apps/Factorio/factorio_16_17/bin/x64$ uname -a
Linux factorioServer 4.9.0-4-amd64 #1 SMP Debian 4.9.65-3+deb9u1 (2017-12-23) x86_64 GNU/Linux

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