Search found 13 matches

by toudi
Wed Apr 03, 2019 4:15 pm
Forum: Pending
Topic: [Dominik] [0.17.24] Crash
Replies: 5
Views: 1379

Re: [0.17.24] Crash

and the dump file
by toudi
Wed Apr 03, 2019 4:09 pm
Forum: Pending
Topic: [Dominik] [0.17.24] Crash
Replies: 5
Views: 1379

Re: [0.17.23] Crash

Yes it still happens in 0.17.24
Here is save file that crashes after a minute or two: just wait for the robots to bring the two buildings in the center. crash occours when robot places the middle building
by toudi
Tue Apr 02, 2019 7:40 pm
Forum: Pending
Topic: [Dominik] [0.17.24] Crash
Replies: 5
Views: 1379

[Dominik] [0.17.24] Crash

Game crashes while bots were placing pipes c:\cygwin64\tmp\factorio-build-avyvsb\src\fluid\fluidbox.cpp (494): FluidBox::FluidBox c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\vector (1503): std::vector<FluidBox,std::allocator<FluidBox> >::_Realloca...
by toudi
Sun Jun 04, 2017 8:25 am
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 166
Views: 110433

Re: [MOD 0.15] AAI Industry

The mod does not play well with ScienceCostTweaker. It overrides the red science flasks, ScienceCostTweaker does it too.
by toudi
Tue May 02, 2017 9:22 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.6] Crash after desync
Replies: 2
Views: 3837

[0.15.6] Crash after desync

Hi Game crashed after generating report about desync. We have not tried reproducing the desync. After my client crashed I restarted and rejoined without problems and desync did not occour afterwards. Cant remeber what we were doing, I was changing assembler recipe probably, but I'm not sure. Platfor...
by toudi
Tue Oct 25, 2016 8:55 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3871
Views: 1207983

Re: Bugs & FAQ

Hi.

The research from bio processing is not showing up in tech tree. I'v checked the files and it does not have any prerequisites.

Another issue: Angelssmelting: Advanced Metallurgy should have Steel Processing as a prerequisite because Blast Furnace MK1 requires steel
by toudi
Mon Dec 28, 2015 3:08 pm
Forum: Mods
Topic: [MOD 0.18.X] Air Filtering
Replies: 134
Views: 170796

Re: [MOD 0.12.X] Air Filtering

I'v found an exploit in the "Recycle used air filter" recipe:
It can accept productivity modules and produce additional air filters.
Tested with Bob's mod God modules. I'll have to try it with regular modules.
by toudi
Fri Dec 25, 2015 9:06 pm
Forum: Mods
Topic: [MOD 0.12.11+] Deep Mining
Replies: 4
Views: 15175

[MOD 0.12.11+] Deep Mining

Type: Mod Name: Deep Mining Description: Adds infinite miners that use concrete and explosives to generate random ores and stone License: MIT (I'm not really that good with licencing) Version: 0.8.2-alpha Release: 2015-12-26 Tested-With-Factorio-Version: 0.12.20 Category: Gameplay Tags: Resources, e...
by toudi
Sat Dec 05, 2015 1:42 pm
Forum: Releases
Topic: Version 0.12.20
Replies: 32
Views: 54667

Re: Version 0.12.20

I would also love more frequent feature releases (maybe 1 feture per week?). Dont get me wrong, crashes are bad, but the features come too sparsly.
by toudi
Sun Nov 29, 2015 11:36 am
Forum: Mods
Topic: [MOD 0.12.x] Endless Miner
Replies: 19
Views: 29905

Re: [MOD 0.12.x] Endless Miner

It does not work on version 12.19
by toudi
Sat Aug 15, 2015 10:12 am
Forum: Mods
Topic: [MOD 0.18.X] Air Filtering
Replies: 134
Views: 170796

Re: [MOD 0.12.X] Air Filtering

It unfortunatly seems that its the way how the game works. According to https://forums.factorio.com/wiki/index.php?title=Enemies#Evolution it calculates the evolution factor based on time, generated pollution and biter bases killed. It looks like it calulates the total sum of pollution being produce...
by toudi
Fri Aug 14, 2015 4:51 pm
Forum: Mods
Topic: [MOD 0.18.X] Air Filtering
Replies: 134
Views: 170796

Re: [MOD 0.12.X] Air Filtering

Mk3 are too powerful. I set up them around my heavy polluted dytech base and it cleaned it all up. I would not be bad but then I noticed that the evolution factor started to drop, and it dropped fast. Actually it dropped from 100% to below zero (!) maybe in like 5-10 min. I think this should not hap...
by toudi
Thu Aug 13, 2015 5:52 am
Forum: Mods
Topic: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
Replies: 28
Views: 39632

Re: [MOD 0.12.1] Displaying range of turrets [v1.1.0]

Awesome, this should be in base game!

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