Search found 62 matches

by Arumba
Sun Jun 04, 2017 6:56 pm
Forum: Mods
Topic: [0.17] Even Distribution
Replies: 52
Views: 42279

Re: [0.15] Even Distribution

That's fair. As it is right now its really fun to use, but it does seem very strong. Is there any way you could somehow tweak the way it dumps items into furnaces? In our larger save we the omnimatter mod which generates ore that has a fuel value of 3mj and stacks up to 500 units. Even distribution ...
by Arumba
Sun Jun 04, 2017 3:39 am
Forum: Mods
Topic: [0.17] Even Distribution
Replies: 52
Views: 42279

Re: [0.15] Even Distribution

Can I ask for another feature? Could you take a look at Choumiko's autotrash, or klonan's upgrade planner mods, and try to make a simple GUI for your trash items feature? Looking up the entity names and typing them in by hand feels so... anti-factorio. (And it reminds me of the god-awful autofill co...
by Arumba
Sat Jun 03, 2017 2:11 am
Forum: Mods
Topic: [0.17] Even Distribution
Replies: 52
Views: 42279

Re: [0.15] Even Distribution

This mod is so freaking amazing. Just love it to death.
by Arumba
Sat May 13, 2017 12:59 pm
Forum: Desyncs with mods
Topic: 0.15.10 Heavily Modded 'DesyncedWaitingForMap'
Replies: 6
Views: 3202

0.15.10 Heavily Modded 'DesyncedWaitingForMap'

We have a fairly large number of mods, ~50 or so, and a game save that is on ~32 hours. The game runs fine, 60 fps/ups, great performance, but then after an indeterminate amount of time we seem to all end up in a 'bad state' together. People who try to join end up desyncing immediately on join, and ...
by Arumba
Thu May 11, 2017 2:56 am
Forum: Duplicates
Topic: 0.15.10 vanilla crash
Replies: 2
Views: 1439

0.15.10 vanilla crash

factorio-current.log
(1.08 MiB) Downloaded 172 times
Was playing multiplayer pure vanilla, ~20 players online, crashed when I opened a train stop GUI to rename it and a player quit while I still had the window open.
by Arumba
Tue May 02, 2017 5:37 pm
Forum: Mods
Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
Replies: 120
Views: 49547

Re: [MOD 0.13] HandyHands - Autocrafting - v1.2.2 ammo & pause

HandyHands_1.4.0.zip Here is a quick fix, tested in freeplay and the normal scenario. Seems to port over just fine. Waiting for the author to update it on the portal. I kept the version number 1.4.0 so that the game will auto-update and avoid any mis-match errors if the author releases a new version.
by Arumba
Tue May 02, 2017 5:35 pm
Forum: Mods
Topic: [MOD 0.12.26] Laser Beam Turret
Replies: 99
Views: 56779

Re: [MOD 0.12.26] Laser Beam Turret

Laser_Beam_Turrets_0.1.8.zip Here is a quick fix, tested in freeplay and the normal scenario. Seems to port over just fine. Waiting for @Klonan to update it on the portal. I kept the version number 0.1.8 so that the game will auto-update and avoid any mis-match errors if the author releases a new v...
by Arumba
Wed Apr 26, 2017 11:09 pm
Forum: Resolved Problems and Bugs
Topic: Stack Split Interaction with Click-Drag-Shift-Rightclick
Replies: 3
Views: 6291

Stack Split Interaction with Click-Drag-Shift-Rightclick

Currently the game is taking your item (fuel or ore generally), and splitting the item type you have into a half stack as you drag your mouse over the machines or furnaces. If you have extra in your inventory it utilizes that supply. When you get down to a single stack, things get weird. If, for exa...
by Arumba
Wed Apr 26, 2017 2:38 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] 0.15.2 Blueprint Manager Interface performance issues
Replies: 3
Views: 3265

Re: [Rseding91] 0.15.2 Blueprint Manager Interface performance issues

I would suggest that you alter the way it works a little bit. When you open the manager it should only load your own blueprint library (saved to local character settings file, no need to ping anyone) as well as the save file's blueprints (which I presume are saved in the save file data, again alread...
by Arumba
Tue Apr 25, 2017 10:03 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] 0.15.2 Blueprint Manager Interface performance issues
Replies: 3
Views: 3265

[Rseding91] 0.15.2 Blueprint Manager Interface performance issues

Please load the attached save file in single player and see how the interface for the blueprint manager performs. In single player, I cannot open it without immediate and massive FPS/UPS drops whenever I interact with the GUI. This game has had over 650 unique player ID's connect. Please note that t...
by Arumba
Thu Apr 20, 2017 12:06 pm
Forum: Resolved Problems and Bugs
Topic: [14.22] Teleporting Fire to diff chunk causes desyncs
Replies: 9
Views: 9961

Re: [14.22] Teleporting Fire to diff chunk causes desyncs

Out of curiosity @Rseding91 could you explain how/why? We have been discussing it in our think-tank group all morning and my hypothesis was that the teleport function itself was doing something strange like allowing the pollution to be emitted simultaneously in both chunks for anyone connected, but ...
by Arumba
Wed Apr 19, 2017 8:20 pm
Forum: Resolved Problems and Bugs
Topic: [14.22] Teleporting Fire to diff chunk causes desyncs
Replies: 9
Views: 9961

Re: [14.22] Teleporting Fire to diff chunk causes desyncs

Relevent desync report from vanilla (*No* mods) recreation: desync-report-2017-04-19_10-04-05.zip Also, upon trying to close Factorio, a hard crash and the related factorio.previous: factorio-previous.log Also... because I just want to thank all the people who were involved with helping.... in case ...
by Arumba
Fri Feb 10, 2017 1:06 am
Forum: Resolved Problems and Bugs
Topic: [14.22] Crash on error: "Trying to make chunk at unreasonable position [58, -262143]"
Replies: 4
Views: 2269

[14.22] Crash on error: "Trying to make chunk at unreasonable position [58, -262143]"

After the stream of our Moba-esque multiplayer I let the game run for a while and came back to this crash report:
factorio-current.log
(4.91 MiB) Downloaded 187 times
_autosave3.zip
(33.21 MiB) Downloaded 186 times
by Arumba
Fri Dec 23, 2016 5:04 pm
Forum: Mods
Topic: [MOD 0.13] Progressive running
Replies: 50
Views: 22883

Re: [MOD 0.13] Progressive running

Removing this mod from an existing save seems to ruin player movement...?

We had it, it was causing issues in multiplayer with the latency hiding feature, so we removed it, and now we run at normal speed with 5 legs, and like 0.2 speed with them removed... How do we remove this mod?
by Arumba
Mon Dec 19, 2016 2:42 pm
Forum: Desyncs with mods
Topic: [0.14.21] Modded desync report
Replies: 6
Views: 3222

[0.14.21] Modded desync report

Over the weekend we ran a ~50 hour game with a number of mods and between 20 and 60 players throughout the save. Attached is one of the desync reports we were getting. Generally, the server (either a local client or headless, both had issues) would run for about 1-3 hours before entering a state whe...
by Arumba
Sat Dec 17, 2016 8:48 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 205995

Re: ModMyFactory - mod manager and more

Ahh, I figured it out based on that, thanks. I had put some of the mods into a folder called "disabled" as a temporary measure since I kept needing to select them out of my full pack, and apparently modmyfactory doesn't like unexpected folders in the mod folder.
by Arumba
Sat Dec 17, 2016 2:20 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 205995

Re: ModMyFactory - mod manager and more

I've done something wrong. It is mad at me. (See attached crash.log)
by Arumba
Fri Dec 16, 2016 8:14 pm
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 78
Views: 42490

Re: [MOD 0.14] VehicleSnap

Would you test with the version i uploaded in previous page? https://forums.factorio.com/download/file.php?id=19401 If that makes a difference i'll upload it to mod portal. No, you don't need to disable it. The recent 1.14.21 version seemed to fix all the errors even related to mod updating. Okay, ...
by Arumba
Fri Dec 16, 2016 7:49 pm
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 78
Views: 42490

Re: [MOD 0.14] VehicleSnap

So for the next MP session we do, should we leave it disabled, manually modify and share a version of it based on the previous comments, or is it going to be updated on the portal? I'm more than willing to provide a solid MP testing ground for it. I can get ~50+ players in a game very quickly if it ...

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