Search found 171 matches

by Rockstar04
Wed Jul 20, 2016 1:22 pm
Forum: Not a bug
Topic: [13.9] Inserting modules manualy wont cancel robot job order
Replies: 11
Views: 4254

Re: [13.9] Inserting modules manualy wont cancel robot job order

Not trying to argue, but that seems inconsistent with existing mechanics. If you place an entity manually, robots will not place another entity over it again.
by Rockstar04
Fri Jul 15, 2016 3:46 pm
Forum: News
Topic: Friday Facts #147 - Multiplayer rewrite
Replies: 68
Views: 32734

Re: Friday Facts #147 - Multiplayer rewrite

Compboy wrote:Good news.
When will we see this? .14?
Thats what I'm wondering as well. 0.14 or beyond seems the most likely to me, but they may wish to try to get the best multiplayer experience for the stable release of 0.13 since it has the game lobby and other MP features.
by Rockstar04
Thu Jul 14, 2016 9:09 pm
Forum: Technical Help
Topic: Virus
Replies: 2
Views: 1080

Re: Virus

H ave you tried reinstalling by downloading the zip version of the game directly from factorio.com?
by Rockstar04
Tue Jul 12, 2016 12:59 pm
Forum: Off topic
Topic: Why virtual reality got so high requirements?
Replies: 9
Views: 5395

Re: Why virtual reality got so high requirements?

Its mainly because to trick your mind you need very high frame rates (90+) and very low latency.
by Rockstar04
Mon Jun 27, 2016 6:14 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320224

Re: [MOD 0.12.35] Orbital Ion Cannon 1.2.3

Pasmans23 wrote:So let me get this straight: this mod is compatible with Bob's mods, but does not need it? Like I can download and use this mod without any of the Bob's mods installed?
That is correct. If you DO have bobs mods, it just makes the cannon use more expensive Bobs mods items.
by Rockstar04
Thu May 26, 2016 8:49 pm
Forum: Modding help
Topic: trying to make a mod, accidentally crashed my whole computer
Replies: 70
Views: 17001

Re: trying to make a mod, accidentally crashed my whole computer

Well it is possible that these crashes are not directly caused by factorio. Instead, factorio uses all the ram, and then windows itself and/or a different application is the cause of the crash when it tries to use some more ram. In which case, we'll have to bitch at microsoft to fix their broken OS...
by Rockstar04
Fri May 06, 2016 1:18 pm
Forum: Gameplay Help
Topic: [FIXED] IN NEED belt corners
Replies: 12
Views: 4530

Re: IN NEED belt corners

Pic: https://drive.google.com/open?id=0B0vpLA_AoPDfRkVvbUdrRDNFSHc Sorry for the wait! What game version do you have? This looks like 0.11 since belt corners work properly in 0.12. I'd recommend updating to latest one. The game is updated but started awhile agoo and the belt was palceed in 0.12.30 ...
by Rockstar04
Wed Apr 27, 2016 6:28 pm
Forum: Not a bug
Topic: Memory leak when left a long time.
Replies: 22
Views: 7210

Re: Memory leak on title screen

I'm not able to reproduce this. When I let it sit the memory usage stays *exactly* at the same amount. The debugger even shows the memory allocations don't increase or decrease. Have you checked any other running programs you might have going? Anything that might hook into processes or modify them ...
by Rockstar04
Tue Apr 12, 2016 3:23 pm
Forum: Mods
Topic: [0.11.x] Y.Petremann's mods (6 mods)
Replies: 96
Views: 82486

Re: [0.11.x] Y.Petremann's mods (6 mods)

--Snip-- Nice work pac0master. I took your patch, and patched it. Items placed onto transport belts should be working correctly, as well as the void chest deleting stuff off of belts. If there was a license that allowed it, I would throw this on GitHub and start a new thread for it. creative-mode_1...
by Rockstar04
Tue Apr 12, 2016 2:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.30] [kovarex] Robots continuously hover above my character
Replies: 12
Views: 4329

Re: [0.12.30] Robots continuously hover above my character

Downloaded the save and can confirm. Not sure how to reproduce. Ubuntu 16.04 - 12.30
by Rockstar04
Tue Apr 12, 2016 2:00 am
Forum: Multiplayer
Topic: Glitch
Replies: 8
Views: 2883

Re: Glitch

Did you recently upgrade to laser turrets? They take a massive amount of power to actually fire.
by Rockstar04
Mon Apr 11, 2016 8:24 pm
Forum: General discussion
Topic: Poll: Loader vs. Heavy-Inserter
Replies: 26
Views: 11059

Re: Poll: Loader vs. Heavy-Inserter

For example, have bots use docking points on chests to grab or deposit items. Now instead of 500 bots power loading a chest, only a single bot can access a chest at a time. A half a second action suddenly takes 5 minutes to complete. Inserters can take about 5 minutes to handle a chest, right? Cong...
by Rockstar04
Sat Apr 09, 2016 2:11 pm
Forum: General discussion
Topic: Poll: Loader vs. Heavy-Inserter
Replies: 26
Views: 11059

Re: Poll: Loader vs. Heavy-Inserter

As for whats included in the base game, I voted for the loader, but I would love the see the ability for mods to make either happen, regardless of what makes it into the base game.
by Rockstar04
Wed Apr 06, 2016 9:10 pm
Forum: Gameplay Help
Topic: Simple train issue is boggling me....
Replies: 3
Views: 1494

Re: Simple train issue is boggling me....

Needs signals on both sides for 2 way travel

Signal Rail Signal

S || S
by Rockstar04
Sat Apr 02, 2016 8:35 pm
Forum: Gameplay Help
Topic: Chain signal placement help
Replies: 5
Views: 1958

Re: Chain signal placement help

With intersections in general, you want chain signals on any entrance into the intersection (as well as and crossings) and normal signals on the exits of an intersection.


So in the intersection above, you would would also want a chain signal on the bottom of the tracks before the Y.
by Rockstar04
Wed Mar 30, 2016 1:28 pm
Forum: Gameplay Help
Topic: Two-directional single track...
Replies: 2
Views: 1057

Re: Two-directional single track...

Yup, that is how it has to be. I'm really surprised its not covered in the Wiki, but I know its been mentioned many time on the forums.
by Rockstar04
Mon Mar 28, 2016 7:26 pm
Forum: Modding help
Topic: Ore player damage and spread.
Replies: 4
Views: 1620

Re: Ore player damage and spread.

You could use the payers current x\y coordinates, then do a entity search to see if there is some of your ore under the player, and then call the damage method on the player if there is.

I think it's do able, but performance may be an issue?
by Rockstar04
Mon Mar 28, 2016 12:52 am
Forum: Gameplay Help
Topic: Flow through split pipes
Replies: 6
Views: 3396

Re: Flow through split pipes

I'm not 100% sure, but it may depend on the length of the pipe after the fork. If those are equal then I would assume it is divided mostly equally.
by Rockstar04
Sat Mar 26, 2016 3:17 pm
Forum: Gameplay Help
Topic: Divide Stacks in the inventory
Replies: 2
Views: 1924

Re: Divide Stacks in the inventory

There is a setting in the other section "Always keep the players main inventory sorted". Unchecking that SHOULD let you do whatever you want in the inventory screen.
by Rockstar04
Fri Mar 25, 2016 2:44 pm
Forum: Modding help
Topic: Allow placing floors closer to water
Replies: 3
Views: 1668

Re: Allow placing floors closer to water

Its not just concrete, putting anything but grass next to water gets really REALLY weird.... :?

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