Search found 190 matches

by Xeanoa
Mon Jan 23, 2017 3:42 pm
Forum: Resolved Problems and Bugs
Topic: Desync when robots build blueprint
Replies: 16
Views: 4840

Re: Desync when robots build blueprint

Ok, I was able to reproduce it. I was testing on 0.15 and it doesn't happen there. I can reproduce it in 0.14 easily. So, I guess it's fixed for 0.15 :) That's good to know, thank you! What exactly causes the issue? Is it anything we can avoid triggering? I'd like to keep desyncs to a minimum to ke...
by Xeanoa
Mon Jan 23, 2017 8:03 am
Forum: Resolved Problems and Bugs
Topic: Desync when robots build blueprint
Replies: 16
Views: 4840

Re: Desync when robots build blueprint

Ok, I was able to reproduce it. I was testing on 0.15 and it doesn't happen there. I can reproduce it in 0.14 easily. So, I guess it's fixed for 0.15 :) That's good to know, thank you! What exactly causes the issue? Is it anything we can avoid triggering? I'd like to keep desyncs to a minimum to ke...
by Xeanoa
Sun Jan 22, 2017 8:29 pm
Forum: Resolved Problems and Bugs
Topic: Desync when robots build blueprint
Replies: 16
Views: 4840

Re: Desync when robots build blueprint

Having a little trouble setting up a fresh map. I installed CM and Bob's Inserters, but I couldn't get the GUI for the inserters to appear. I'll work more on that later. What I'm 100% sure of, however, is that the desyncs happens by powering on inserters placed by robots for the first time. It doesn...
by Xeanoa
Sun Jan 22, 2017 3:19 pm
Forum: Ideas and Suggestions
Topic: Smarter autosaving (ie: Not in combat)
Replies: 18
Views: 5529

Re: Smarter autosaving (ie: Not in combat)

I would like to hear some technical explanation why the game needs to pause anyway. Just save in the background, maybe make use of the multiplayer catchingup feature if you have to?
by Xeanoa
Sun Jan 22, 2017 2:51 pm
Forum: General discussion
Topic: Mechanical etude. Research Lab in the smallest area.
Replies: 10
Views: 4398

Re: Mechanical etude. Research Lab in the smallest area.

Well, it works... looks kinda nasty though. http://i.imgur.com/DhNGkzJ.jpg 5. It is believed that we have completed all the research that require only red flasks. And there are no other studies. Accordingly, we will use the most simple mechanisms and structures. Medium Poles are a green research ;)
by Xeanoa
Sun Jan 22, 2017 2:38 pm
Forum: Resolved Problems and Bugs
Topic: Desync when robots build blueprint
Replies: 16
Views: 4840

Re: Desync when robots build blueprint

Rseding91 wrote:One of the mods is broken. You'll need to figure out which one and have the mod author fix it or remove it to prevent it from desyncing.
Already PMed Bob before posting here, and he told me it's not his mods, it's the base game's fault, and to post here. I'll PM him the link to this thread.
by Xeanoa
Sun Jan 22, 2017 2:25 pm
Forum: Pending
Topic: [14.21] Crash on save: "surface\chunk.cpp (112): Chunk::preSaveHook"
Replies: 3
Views: 1676

Re: [14.21] Crash on save: "surface\chunk.cpp (112): Chunk::preSaveHook"

WARNING: You have vsync and desktop composition enabled on Direct3d. Consider disabling vsync to increase performance on some confirgurations.
Typo there
by Xeanoa
Sun Jan 22, 2017 2:22 pm
Forum: Resolved Problems and Bugs
Topic: Desync when robots build blueprint
Replies: 16
Views: 4840

Desync when robots build blueprint

We keep getting desyncs in multiplayer. When placing a blueprints containing inserters and powerpoles, we experience frequent desyncs. It seems to happen the moment when the inserters are powered on for the first time. The inserters were modified with Bob's GUI, both fast and express inserters. Powe...
by Xeanoa
Sat Jan 21, 2017 2:30 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 313173

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Looked it up myself the other day, and apparently Tungstic acid is available both as a power (anhydrous) and as a liquid. I like having it in the game as a liquid.
by Xeanoa
Thu Jan 19, 2017 4:26 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Very early r/g science factories
Replies: 24
Views: 31386

Re: Very early r/g science factories

huliosh wrote:more compact and balanced
But yellow assemblers are not early game. You'll need two plants for copper wire and two for gear wheels.
by Xeanoa
Thu Jan 19, 2017 4:24 pm
Forum: Implemented Suggestions
Topic: Don't sound the alarm again if the biters are already dead
Replies: 35
Views: 10909

Re: Don't sound the alarm again if the biters are already dead

Deadly-Bagel wrote:Arguably it is a bug, if you click the alert you will see it gnawing on your wall.

...

I'll show myself out.
Have you ever taken a closer look? They're shrimp, not bugs! :D
by Xeanoa
Thu Jan 19, 2017 3:36 pm
Forum: Ideas and Suggestions
Topic: Hand Crafting Speed Module
Replies: 17
Views: 7023

Re: Hand Crafting Speed Module

Why not leave it up to the player if they want to automate or work by hand? It's a sandbox game, after all. You already have construction robots, logistic system and assembly machines to automate building. A little boost to handcrafting to give the player another option surely wouldn't hurt. Current...
by Xeanoa
Thu Jan 19, 2017 3:05 pm
Forum: Ideas and Suggestions
Topic: adding just a little more realism
Replies: 6
Views: 2962

Re: adding just a little more realism

Do you remember when you first played, how complicated everything seemed? That's about the level it needs to be for new players, any more and it's too great a barrier for entry, any less and it becomes boring too quickly. If you want to know what I mean, try Bob's Mods. See how long it takes you, e...
by Xeanoa
Thu Jan 19, 2017 2:51 pm
Forum: Ideas and Suggestions
Topic: Hand Crafting Speed Module
Replies: 17
Views: 7023

Re: Hand Crafting Speed Module

You're meant to setup assembling machines to craft things. If you don't want to do that you suffer with the slow speed. Yeah, we all know, and we all do that, for stuff that needs to be produced continually. However, it's still much more convenient to handcraft things on the go as you set up a new ...
by Xeanoa
Thu Jan 19, 2017 12:59 am
Forum: Ideas and Suggestions
Topic: Hand Crafting Speed Module
Replies: 17
Views: 7023

Re: Hand Crafting Speed Module

There is https://mods.factorio.com/mods/Klonan/Crafting_Speed_Research if you want to increase your crafting speed. The reason it takes a while to craft complex items by hand (especially higher-tier modules) is because you are supposed to automate the production of these items. Yes, you are able to...
by Xeanoa
Thu Jan 19, 2017 12:26 am
Forum: Ideas and Suggestions
Topic: Hand Crafting Speed Module
Replies: 17
Views: 7023

Re: Hand Crafting Speed Module

I've thought about posting this suggestion as well. But instead of a handcrafting-speed-module, it would make more sense if it were, similar to a portable roboport, a portable assembly machine. Then you could use some interesting mechanic, like the following: Say you have 3 of the portable assembly ...
by Xeanoa
Wed Jan 18, 2017 10:32 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 80183

Re: Friday Facts #173 - Nuclear stuff is almost done

There is. It's called the campaign :)

It's just that majority of people play the "freeplay" thingy with randomly generated world.
Wait, there is a campaign beyond the tutorial?? o.o
Several hundred hours, and I didn't know...
by Xeanoa
Wed Jan 18, 2017 10:23 pm
Forum: Technical Help
Topic: Multiplayer connection problem
Replies: 4
Views: 1860

Re: Multiplayer connection problem

Something is changing the port of your friends address every few seconds so the packets are not recognised as coming from her. How is that possible, and why doesn't it affect other services? She's connected over the university/dorm network, and we never had problems before. Is this something we cau...
by Xeanoa
Wed Jan 18, 2017 10:05 pm
Forum: Gameplay Help
Topic: How do I charge a MK2 Battery
Replies: 1
Views: 2277

Re: How do I charge a MK2 Battery

It's charged by the power source equipped in your armour, so the Fusion Reactor or the Solar Panels. It charges other equipment, like the laser defence, if your reactor doesn't output enough power.
by Xeanoa
Wed Jan 18, 2017 9:51 pm
Forum: Technical Help
Topic: Multiplayer connection problem
Replies: 4
Views: 1860

Re: Multiplayer connection problem

Ok, so this time (second attempt) the game behaved somewhat oddly, for the first time giving an error message (client side) on one of the connection attempts.

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