Search found 197 matches

by dgw
Fri Jun 22, 2018 11:29 am
Forum: Mods
Topic: [MOD 0.12.x] Factorio Maps
Replies: 63
Views: 94007

Re: [MOD 0.12.x] Factorio Maps

Every time I've tried to generate a map of my save, I'll get missing tiles and corrupted tiles (sprite corruption, the JPEG file itself is just fine) all over the place. Sometimes entire zoom levels go missing (empty subfolders). Is this just a case of 8GB RAM not being enough to throw at rendering ...
by dgw
Mon Jun 04, 2018 5:51 am
Forum: Mods
Topic: [MOD 0.16] CanalBuilder
Replies: 4
Views: 3127

Re: [MOD 0.16] CanalBuilder

Yep, I was riding my shuttle train and it pathed over a bridge.
by dgw
Sun Jun 03, 2018 11:33 pm
Forum: Mods
Topic: [MOD 0.16] CanalBuilder
Replies: 4
Views: 3127

Re: [MOD 0.16] CanalBuilder

This added a great new dimension to my existing late-game save—biters suddenly got into the center of my base and I had to figure out from where. Fun! I noticed that trains leave ripples when driving over rail bridges (from e.g. Beautiful Bridge Railway). Somehow I don't think rail vehicles should g...
by dgw
Thu May 03, 2018 2:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.40] Train signals no longer working
Replies: 33
Views: 16131

Re: [0.16.40] Train signals no longer working

Some, but not all, of my circuit conditions are broken after the 16.41 upgrade. Same here. I checked my central smelting stations real quick, and the iron drop stations are fine but the two signals at copper ore drop are ignoring the "Close signal" conditions. It's unlikely to be at all r...
by dgw
Wed May 02, 2018 2:47 am
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 228256

Re: [MOD 0.16] Warehousing v0.1.2

Right now, Warehousing is more of a "looks cool" mod, and less of a "more efficient than vanilla" mod. That could change, but at the moment the reason for using Warehousing is mostly if you want warehouses because they look neat (Storage Warehouse being the exception, it's bigge...
by dgw
Sat Apr 14, 2018 5:27 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 228256

Re: [MOD 0.16] Warehousing v0.1.2

Right now, Warehousing is more of a "looks cool" mod, and less of a "more efficient than vanilla" mod. That could change, but at the moment the reason for using Warehousing is mostly if you want warehouses because they look neat (Storage Warehouse being the exception, it's bigger...
by dgw
Mon Apr 02, 2018 3:17 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags][0.16.36] "Sync mods with save" doesn't enable new mods
Replies: 6
Views: 4506

Re: [0.16.36] "Sync mods with save" doesn't enable new mods

@Loewchen With mods you didn't have installed and had to download? I will attempt to get logs for this next time I play.
by dgw
Mon Apr 02, 2018 8:50 am
Forum: Resolved Problems and Bugs
Topic: [wheybags][0.16.36] "Sync mods with save" doesn't enable new mods
Replies: 6
Views: 4506

Re: [0.16.36] "Sync mods with save" doesn't enable new mods

This issue is not described in any of the "Known issues" lists you linked...
by dgw
Mon Apr 02, 2018 7:57 am
Forum: Resolved Problems and Bugs
Topic: [wheybags][0.16.36] "Sync mods with save" doesn't enable new mods
Replies: 6
Views: 4506

[wheybags][0.16.36] "Sync mods with save" doesn't enable new mods

This is probably because I have "Automatically enable new mods" unchecked in my Factorio settings, but I have found that when I download a modded save file from the forums, reddit, or wherever, I have to sync mods, let the game restart, then sync mods again to actually enable mods I didn't...
by dgw
Tue Mar 20, 2018 8:17 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 228256

Re: [MOD 0.16] Warehousing v0.1.2

i don't know if it's new or what but assemblers can build all the warehouse logistic items except yellow (storage) iccor56 https://imgur.com/a/OrQJe I haven't seen this problem before, i'm going to ask dgw for comments .. might also be another mod that's interfering here ... but i'm not sure Storag...
by dgw
Sun Mar 18, 2018 11:37 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 228256

Re: [MOD 0.16] Warehousing v0.1.2

OK veejay, loaded up your save from above with the mod pack provided. The mod "FactorioExtended Plus-Storage" is messing with the Warehousing buildings, changing their collision boxes and breaking all storage containers that are not 1x1 tile. See this mod portal discussion where other user...
by dgw
Fri Mar 16, 2018 9:17 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 228256

Re: [MOD 0.16] Warehousing v0.1.2

I wasn't able to load your save as intended with mods downloaded from the portal automatically. The FactorioExtended family almost all failed to load due to missing assets. I also can't get the version of Factorio you seem to be running any more. 0.16.15 isn't available through either the website or...
by dgw
Thu Mar 15, 2018 7:57 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 228256

Re: [MOD 0.16] Warehousing v0.1.2

I'm having some problems with warehouses - it seems that inserters won't insert into them. They can insert into other things, it seems. Loaders can insert things into warehouses. I just tested this with a storage warehouse and an absolute raft of other mods in Factorio 0.16.30 with Warehousing 0.1....
by dgw
Wed Mar 14, 2018 5:32 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 228256

Re: [MOD 0.16] Warehousing v0.1.2

i don't know if it's new or what but assemblers can build all the warehouse logistic items except yellow (storage) iccor56 https://imgur.com/a/OrQJe I haven't seen this problem before, i'm going to ask dgw for comments .. might also be another mod that's interfering here ... but i'm not sure Storag...
by dgw
Thu Feb 15, 2018 5:42 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.16.22] Ctrl+Arrows doesn't move cursor between words in text field
Replies: 7
Views: 4181

Re: [wheybags] [0.16.22] Ctrl+Arrows doesn't move cursor between words in text field

The changelog for 0.16.24 says this is fixed. Or is there more work to do before moving it to resolved?
by dgw
Wed Feb 14, 2018 1:19 am
Forum: Implemented Suggestions
Topic: Add SRV Record support
Replies: 85
Views: 55195

Re: Add SRV Record support

Not to hijack the thread further, but it's there if you are logged in. Your screenshot appears as if you checked while not logged in, perhaps. (It says "No registered users" were browsing this forum at the time, but note how my own name appears in the list in my screenshot.) https://i.imgu...
by dgw
Tue Feb 13, 2018 3:43 am
Forum: Implemented Suggestions
Topic: Add SRV Record support
Replies: 85
Views: 55195

Re: Add SRV Record support

19wolf wrote:Couldn't figure out how to subscribe to this without posting so here is a pretty useless post, sorry.
The "Subscribe topic" link is well hidden in the amber footer bar, below "Who is online".
by dgw
Thu Feb 08, 2018 6:12 am
Forum: Pending
Topic: [0.16.20] Kernel Protection Failure from mod
Replies: 2
Views: 1039

Re: [0.16.20] Kernel Protection Failure from mod

Unfortunately, no. I tried doing the same steps again in-game, but the crash did not repeat. (Presumably it wasn't at exactly the same tick each time, not that I have any way of realistically doing that.) It's possible that the code for PlannerCore and/or Outpost Planner could shed some light on wha...
by dgw
Wed Feb 07, 2018 1:53 am
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 78615

Re: Friday Facts #228 - High resolution turrets

And now with artillery turrets they don't even stand a chance of getting close enough to swarm. Am I missing out by playing with only the artillery wagons in my current save and not using the stationary artillery? Can they target things that the mobile version can't, like firing ahead of incoming b...

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