Search found 190 matches
- 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...
- 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...
- 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...
- 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?
- 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 ;)
- 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
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.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.
- 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"
Typo thereWARNING: You have vsync and desktop composition enabled on Direct3d. Consider disabling vsync to increase performance on some confirgurations.
- 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...
- 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.
- 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
But yellow assemblers are not early game. You'll need two plants for copper wire and two for gear wheels.huliosh wrote:more compact and balanced
- 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
Have you ever taken a closer look? They're shrimp, not bugs!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.
- 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...
- 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...
- 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 ...
- 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...
- 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 ...
- 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
Wait, there is a campaign beyond the tutorial?? o.oThere is. It's called the campaign
It's just that majority of people play the "freeplay" thingy with randomly generated world.
Several hundred hours, and I didn't know...
- 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...
- 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.
- 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.