Search found 185 matches

by TheTom
Wed Jan 31, 2018 12:00 pm
Forum: Logistic Train Network
Topic: Requester station output signals for filtering
Replies: 15
Views: 4174

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...
by TheTom
Mon Jan 29, 2018 4:54 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 597
Views: 161114

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)
by TheTom
Fri Jan 26, 2018 7:25 am
Forum: General discussion
Topic: Mining Outpost, how do you make them?
Replies: 37
Views: 19262

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...
by TheTom
Tue Jan 23, 2018 7:51 am
Forum: Logistic Train Network
Topic: [1.7.0] Error with modded wagon icon != 32x32
Replies: 5
Views: 966

[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.
by TheTom
Wed Jan 17, 2018 5:12 pm
Forum: General discussion
Topic: Artillery
Replies: 21
Views: 5053

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...
by TheTom
Wed Jan 10, 2018 1:46 pm
Forum: General discussion
Topic: Rocks. Hate the new graphics.
Replies: 1
Views: 776

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 ;)
by TheTom
Wed Jan 10, 2018 12:04 pm
Forum: Mods
Topic: [MOD 0.14.22] Big Brother Bob's plugin
Replies: 1
Views: 4225

Re: [MOD 0.14.22] Big Brother Bob's plugin

0.16?
by TheTom
Sat Dec 16, 2017 3:51 pm
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 69758

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.
by TheTom
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: 1577

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...
by TheTom
Fri Dec 15, 2017 7:59 am
Forum: General discussion
Topic: 0.16 artillery and the biters
Replies: 10
Views: 3859

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 ;)
by TheTom
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: 1577

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 ;)
by TheTom
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: 1577

[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...
by TheTom
Thu Dec 14, 2017 10:24 am
Forum: Releases
Topic: Version 0.16.1
Replies: 15
Views: 13857

Re: Version 0.16.1

Still crashing on start.

Log submitted under viewtopic.php?f=7&t=54737
by TheTom
Thu Dec 14, 2017 8:57 am
Forum: Duplicates
Topic: [16.1] Crash on load, base game no mods
Replies: 2
Views: 962

[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...
by TheTom
Mon Nov 13, 2017 4:07 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 25794

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...
by TheTom
Thu Nov 09, 2017 8:54 am
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 25794

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...
by TheTom
Sat Nov 04, 2017 7:56 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 25794

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.
by TheTom
Fri Nov 03, 2017 5:48 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 25794

Re: Friday Facts #215 - Multithreading issues

Are you not using C++? YOu should be able to overwrite the allocator (new())?

Now, chunks - problematic.

But overwriting the allocator and redirecting it to "type specific" allocators (electricity, train, belts) should not be that complex.

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