Search found 351 matches

by jeroon
Sat Jan 20, 2018 6:14 pm
Forum: Not a bug
Topic: [0.16.16] Requester Chests requests grouped weirdly
Replies: 3
Views: 278

[0.16.16] Requester Chests requests grouped weirdly

Not sure if this is working as intended: I've made a little test setup, Provider Chests filled with red and green circuits on the left, Requester Chests on the right, the top one requesting 9000 green circuits, all the other one requesting 9000 red circuits each. There's a little over 400 bots, and ...
by jeroon
Sat Dec 30, 2017 11:16 am
Forum: Releases
Topic: Version 0.16.10
Replies: 21
Views: 8394

Re: Version 0.16.10

requester bugged in .9 are still bugged in .10 on my base, any requester that had been set previous to .8 but was empty during the .7->.9 migration is broken unless manually reset or checking the 'take from buffer' box But fixing it once (Blueprint your setup and paste it over the existing base) se...
by jeroon
Fri Dec 29, 2017 10:58 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.8] Requester chest do not request stuff ...
Replies: 36
Views: 1784

Re: [0.16.8] Requester chest do not request stuff ...

I've created a simple example. I've created a new test map in 0.15, then updated to 0.16.7 and then 0.16.8, saving all versions. Bots moving research bottles from provider to requester chests. In the last version you can clearly see some requester chests stopped working (only got 24 or 28 bottles, t...
by jeroon
Fri Dec 29, 2017 9:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.8] Requester chest do not request stuff ...
Replies: 36
Views: 1784

Re: [0.16.8] Requester chest do not request stuff ...

Ishimuro wrote:same issue...bp and replace the requesterchests and they work again
That works, tnx.. now, to get my megabase in one giant blueprint and paste it again :D
by jeroon
Fri Dec 29, 2017 9:06 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.8] Requester chest do not request stuff ...
Replies: 36
Views: 1784

Re: [0.16.8] Requester chest do not request stuff ...

I noticed the same, but it looks random, for example the requester chests for my labs refuse to request High Tech Science Packs, but all other packs are requested fine..
by jeroon
Sat Dec 23, 2017 8:24 am
Forum: Duplicates
Topic: [kovarex] Achievements every time.
Replies: 4
Views: 362

Re: Achievements every time.

I had the same, but it seems to have gone away after 0.16.7, all is good now :)
by jeroon
Tue Sep 06, 2016 4:36 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Blueprint flips after copying
Replies: 6
Views: 826

Re: [Rseding91] Blueprint flips after copying

I've got the same on 0.13.20, blueprints made with direction east come out west when created.. but it's not all the time, because now that I want to test it, it's working like it should :D Will update when I find out what causes it.
by jeroon
Mon Aug 15, 2016 6:26 pm
Forum: Off topic
Topic: Need some answers
Replies: 6
Views: 717

Re: Need some answers

joseailton wrote: When I find a way to put factorio away
Yeah, good luck with that..
by jeroon
Mon Jul 11, 2016 2:12 pm
Forum: Releases
Topic: Version 0.13.7
Replies: 38
Views: 17044

Re: Version 0.13.7

bartekltg wrote:Wrap it around. Toroid is a great shape for a planet ;-)
http://www.theflatearthsociety.org disagrees :mrgreen:
by jeroon
Sun Apr 17, 2016 4:39 pm
Forum: Mods
Topic: [0.11.x] Factorio Maps
Replies: 80
Views: 48913

Re: [0.11.x] Factorio Maps

You might be better of trying the 0.12 version of the mod :)

viewtopic.php?f=92&t=14582
by jeroon
Fri Feb 26, 2016 5:15 pm
Forum: Mods
Topic: [MOD 0.12.x] Factorio Maps
Replies: 63
Views: 60110

Re: [MOD 0.12.x] Factorio Maps

Big oops, rather silly to forget to update the first post. It is done now, sorry 'bout that :)
by jeroon
Wed Feb 03, 2016 5:02 pm
Forum: Mods
Topic: [MOD 0.12.x] Factorio Maps
Replies: 63
Views: 60110

Re: [MOD 0.12.x] Factorio Maps

Can you upload your save and mods? (you can send a private message if you want)
by jeroon
Sat Jan 30, 2016 11:05 am
Forum: Mods
Topic: [MOD 0.12.x] Factorio Maps
Replies: 63
Views: 60110

Re: [MOD 0.12.x] Factorio Maps

https://drive.google.com/open?id=0B4kQ14Jxa2Wwa0lGa2gwd2xfaUk Using version 12.21 playing with the following mods https://drive.google.com/file/d/0B4kQ14Jxa2WwNVQ1YXdTQ2I0WWc/view?usp=sharing I've tried it with your save and the mods you use, but it works fine for me. Does "Crop to Base" work? Is t...
by jeroon
Thu Jan 28, 2016 1:59 pm
Forum: Mods
Topic: [MOD 0.12.x] Factorio Maps
Replies: 63
Views: 60110

Re: [MOD 0.12.x] Factorio Maps

does this new version help? I disabled on_load, since on_tick is checking if the UI already exists. Yup! Error doesn't show up anymore. nice :) I continue to get a "Max zoom break" as error. and no images in the images folder in script output. Doesn't matter what settings I use. can you upload your...
by jeroon
Wed Jan 27, 2016 6:38 pm
Forum: Mods
Topic: [MOD 0.12.x] Factorio Maps
Replies: 63
Views: 60110

Re: [MOD 0.12.x] Factorio Maps

SuicidalKid wrote: Also getting this error, any fix?
does this new version help? I disabled on_load, since on_tick is checking if the UI already exists.
by jeroon
Tue Jan 26, 2016 8:19 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.22]Trains are getting a "No Path" error after updating
Replies: 8
Views: 22454

Re: [0.12.22]Trains are getting a "No Path" error after updating

InsaneSeal wrote:I can easily fix the problem by updating the train network (i.e. removing a piece of track/adding a new rail signal).
This worked for me too and is the easiest workaround I guess.
by jeroon
Mon Jan 25, 2016 7:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.22]Trains are getting a "No Path" error after updating
Replies: 8
Views: 22454

Re: [0.12.22]Trains are getting a "No Path" error after updating

I've got the same, can upload the save too if you need it.
by jeroon
Mon Jan 25, 2016 1:48 pm
Forum: Mods
Topic: [MOD 0.12.x] Factorio Maps
Replies: 63
Views: 60110

Re: [MOD 0.12.x] Factorio Maps

Sorry for the late reply, but did your game crash to desktop? If so, you should probably make a bug report, because that's never suppose to happen, no matter how bad I code ;) I've never heard anyone else having the problem you discribed, and unfortunately I can't think of a reason it is happening.....
by jeroon
Fri Jan 22, 2016 6:30 pm
Forum: News
Topic: Friday Facts #122 - Better circuit network (Part 1)
Replies: 73
Views: 38597

Re: Friday Facts #122 - Better circuit network (Part 1)

I agree 100% with _aD, great FFF!
by jeroon
Mon Dec 21, 2015 9:11 pm
Forum: Mods
Topic: [MOD 0.12.x] NESTT: Build your base inside a train
Replies: 65
Views: 64438

Re: [MOD 0.12.x] NESTT: Build your base inside a train

that.. is brilliant :shock: I will try it out tomorrow and bombard you with questions and suggestions :mrgreen:

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