Search found 186 matches
- Thu Feb 01, 2018 8:35 am
- Forum: Logistic Train Network
- Topic: Requester station output signals for filtering
- Replies: 15
- Views: 7052
Re: Requester station output signals for filtering
What is the proper way to do this in .16, particularly when using a mod that has multiple Locomotive types (and cargo for that matter)? I have the same problem - whenever a train comes that has "stuff" - some unloaders do ONE cycle of unloading it. This is particularly bad because it most...
- Wed Jan 31, 2018 12:00 pm
- Forum: Logistic Train Network
- Topic: Requester station output signals for filtering
- Replies: 15
- Views: 7052
Re: Requester station output signals for filtering
Wiring it up in the way that people advise means that if, for instance, there is something in a wagon you don't want to be there, the filter gets set to "what's in the wagon" and basically makes itself entirely redundant. It works this way in the demo save file as well as in the station b...
- Mon Jan 29, 2018 4:54 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 315706
And - Bug loading with latest update.
Reads:
Failed to load mods....
__Rampant__/dataa-updates.loa:4:__Rampant__/libs/Constants.lua:198 attempt to index field 'NE_Difficulty' (a nil value)
Failed to load mods....
__Rampant__/dataa-updates.loa:4:__Rampant__/libs/Constants.lua:198 attempt to index field 'NE_Difficulty' (a nil value)
- Fri Jan 26, 2018 7:25 am
- Forum: General discussion
- Topic: Mining Outpost, how do you make them?
- Replies: 37
- Views: 32414
Re: Mining Outpost, how do you make them?
In my last game, the first one where I seriously got into trains, I made a set of blueprints with two rails and large electric poles in between them. So that way I can do the rails and more or less power takes care of itself. Plus high power lines along railroad tracks are a common sight IRL, so it...
- Tue Jan 23, 2018 7:51 am
- Forum: Logistic Train Network
- Topic: [1.7.0] Error with modded wagon icon != 32x32
- Replies: 5
- Views: 1866
[1.7.0] Error with modded wagon icon != 32x32
Failed to load mods.
The given sprite rectangle.... Screenshot attached.
Seems 16.17 got a little more snippy in some aspect.
The given sprite rectangle.... Screenshot attached.
Seems 16.17 got a little more snippy in some aspect.
- Wed Jan 17, 2018 5:12 pm
- Forum: General discussion
- Topic: Artillery
- Replies: 21
- Views: 8737
Re: Artillery
One of the things I found most irritating about biters in the past was trying to expand later in the game and having these huge biter nests to fight through. While nukes solved the problem to an extent, I felt they were just a bit too powerful. Artilery is the right balance, and I absolutely love i...
- Wed Jan 10, 2018 1:46 pm
- Forum: General discussion
- Topic: Rocks. Hate the new graphics.
- Replies: 1
- Views: 1184
Re: Rocks. Hate the new graphics.
Agreed. I particularly hate that I can not "concrete" over them.
Forever stuck in an unprofessional broken looking factory
Forever stuck in an unprofessional broken looking factory
- Wed Jan 10, 2018 12:04 pm
- Forum: Mods
- Topic: [MOD 0.14.22] Big Brother Bob's plugin
- Replies: 1
- Views: 5113
- Sat Dec 16, 2017 3:51 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 102884
Re: 0.16 Map generation Feedback
Well, I can not argue about steel and copper, but on half the maps I generate I have HUGH oil fields on the preview. Not talking of 10 dots - 50 or so. Enough to last the game. Or two. Or ten. And quite often I have 2-3 monster patches like that.
- Fri Dec 15, 2017 12:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.2] Crash on: " SpriteLoaders::GDIPPreloadData::loadBitmap" (64GB RAM 12GB VRAM)
- Replies: 10
- Views: 3180
Re: [16.2] Crash on: " SpriteLoaders::GDIPPreloadData::loadBitmap" (64GB RAM 12GB VRAM)
Ok, I have a theory as to what's happening but we won't know until 0.16.3 is out where it has better logging and someone has this issue again in it. I think the bitmap conversion is failing silently and it crashes on this line later trying to memcpy from a nullptr which is undefined behavior and it...
- Fri Dec 15, 2017 12:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.2] Crash on: " SpriteLoaders::GDIPPreloadData::loadBitmap" (64GB RAM 12GB VRAM)
- Replies: 10
- Views: 3180
Re: [16.2] Crash on: " SpriteLoaders::GDIPPreloadData::loadBitmap" (64GB RAM 12GB VRAM)
That is the one I found Here you go
- Fri Dec 15, 2017 7:59 am
- Forum: General discussion
- Topic: 0.16 artillery and the biters
- Replies: 10
- Views: 5747
Re: 0.16 artillery and the biters
Wait for the AI rework project to kick in on .16 - may well wish you did not ahve that wish
- Thu Dec 14, 2017 10:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.2] Crash on: " SpriteLoaders::GDIPPreloadData::loadBitmap" (64GB RAM 12GB VRAM)
- Replies: 10
- Views: 3180
Re: [16.2] Crash on: " SpriteLoaders::GDIPPreloadData::loadBitmap" (64GB RAM 12GB VRAM)
Try<ing now....
Worked 3 times out of 3 just starting the game
Without your config it is "seemingly random" in that it worked one time out of a dozen attempts or so
Worked 3 times out of 3 just starting the game
Without your config it is "seemingly random" in that it worked one time out of a dozen attempts or so
- Thu Dec 14, 2017 5:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.2] Crash on: " SpriteLoaders::GDIPPreloadData::loadBitmap" (64GB RAM 12GB VRAM)
- Replies: 10
- Views: 3180
[Rseding91] [16.2] Crash on: " SpriteLoaders::GDIPPreloadData::loadBitmap" (64GB RAM 12GB VRAM)
Log as here: 0.000 2017-12-14 18:18:32; Factorio 0.16.2 (build 34253, win64, alpha) 0.000 Operating system: Windows 10 (version 1709) 0.000 Program arguments: "C:\Factorio_0.16\bin\x64\factorio.exe" 0.001 Read data path: C:/Factorio_0.16/data 0.001 Write data path: C:/Factorio_0.16 [296097...
- Thu Dec 14, 2017 1:09 pm
- Forum: Technical Help
- Topic: [16.1] Map View PgDown, PgUp do not change zoom
- Replies: 1
- Views: 679
[16.1] Map View PgDown, PgUp do not change zoom
Inconvenient
- Thu Dec 14, 2017 10:24 am
- Forum: Releases
- Topic: Version 0.16.1
- Replies: 15
- Views: 17044
- Thu Dec 14, 2017 8:57 am
- Forum: Duplicates
- Topic: [16.1] Crash on load, base game no mods
- Replies: 2
- Views: 1716
[16.1] Crash on load, base game no mods
Definitely enough CPU (16 cores threadripper) and Memory (64gb) and graphics card (1080ti, current drivers). Log reads: 0.000 2017-12-14 09:53:52; Factorio 0.16.1 (build 34215, win64, alpha) 0.000 Operating system: Windows 10 (version 1709) 0.000 Program arguments: "C:\Factorio_0.16\bin\x64\fac...
- Mon Nov 13, 2017 4:07 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 44181
Re: Friday Facts #215 - Multithreading issues
Factorio is more subtle than that, inserters don't just have a pick up speed, they have a rotation and elongation speeds so the order, placements and how clumped the items is on the belt will have an effect on the speed of the inserters. Then everything also have to be perfectly deterministic so si...
- Thu Nov 09, 2017 8:54 am
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 44181
Re: Friday Facts #215 - Multithreading issues
Would it not be nice then to organize entities into separate pools? * One pool per chunk * Separate pools for large multi chunk elements, such as electric networks, trains That way chunks could align with pages. Per chunk processing would then be able to take advantage of more locality, at least dow...
- Sat Nov 04, 2017 7:56 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 44181
0.16 release date - any indication?
Can we expect an early build this year? Possibly mid December, as my birthday gift?
Not asking for a date, just an indication on how you guys think you progress and when you plan to drop the next release.
Not asking for a date, just an indication on how you guys think you progress and when you plan to drop the next release.