Search found 62 matches

by POPISowyNumer
Sat Oct 14, 2017 10:42 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 4013

Re: Chunk deletion failure

Welp. So I have .36 installed, just checked that to be sure. I tried to delete some chunks on overly big map... and crash. Okay, maybe I went too hard on my poor pc, let's size down Crash again. So I loaded smallest version of that map i have now, crash again. AND on freshly new map it worked as int...
by POPISowyNumer
Sat Oct 14, 2017 9:05 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 4013

Re: Chunk deletion failure

Rseding91 wrote:I've updated the Lua docs for 0.16 to better describe the difference between a map position and a chunk position.
So two birds with one stone.
Good to be useful tester
by POPISowyNumer
Sat Oct 14, 2017 6:53 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 4013

Re: Chunk deletion failure

The positions are chunk based not world position based. You asked it to delete all chunks between world positions x=131072 through x=262272. See: http://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.delete_chunk Well... Due to some slight underestimation of how much map would this command ...
by POPISowyNumer
Fri Oct 13, 2017 8:28 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 4013

Re: Chunk deletion failure

I have retested the '/c for x=4096,8196 do for y=-8196,8196 do game.player.surface.delete_chunk{x, y} end end' command with much smaller range for x, first for 8000-8196 and then 7800-8000. Both commands didn't crash the game, suggesting that origin of crash is memory related, but again, both comman...
by POPISowyNumer
Wed Oct 11, 2017 4:32 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 4013

Re: Chunk deletion failure

I have retested one of the commands, and apparently this time my PC had run out of memory.
Attaching the new crash log
by POPISowyNumer
Fri Oct 06, 2017 8:28 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 4013

Re: Chunk deletion failure

Rseding91 wrote:Both of the crashes in the log files you provided are fixed in 0.16.
Rseding91 wrote:fixed in 0.16.
Oh dammit.
So...
Is there any crashless way to get rid of excess chunks in 0.15 or am I stuck with 200MB map until whenever my modpack will be 0.16 compatible?
by POPISowyNumer
Thu Oct 05, 2017 5:51 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 4013

Re: Chunk deletion failure

All three times I ran any of those commands it crashed. Few other variations of this command do nothing. Among them this one: /c for chunk in game.player.surface.get_chunks() do if chunk.x > 2048 or chunk.x < -2048 or chunk.y > 2048 or chunk.y < -2048 then game.player.surface.delete_chunk(chunk) end...
by POPISowyNumer
Thu Oct 05, 2017 5:36 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 4013

Re: Chunk deletion failure

Here's the save dropbox link https://www.dropbox.com/s/6wppkc0hcp7smjc/_autosave3.zip?dl=0 mod list is attached also while i tried to redo the upper command factorio crashed again, and simultaneously mozilla crashed too, though i do not know how much of a coincidence was that. commands were: /c for ...
by POPISowyNumer
Thu Oct 05, 2017 2:19 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 4013

[Rseding91] Chunk deletion failure

After trying to delete some of the chunks generated via self-written command, game crashed.
Then I tried the command posted as a tip numerous time on the forum, and game crashed as well.

Attached below documents that seem to be the crash logs.
by POPISowyNumer
Wed Sep 13, 2017 10:23 pm
Forum: News
Topic: Friday Facts #207 - Lua noise specification
Replies: 45
Views: 15315

Re: Friday Facts #207 - Lua noise specification

With them oceans being biggered and biggered I think it is finest time to start adding some better methods of transportation, even if those would be just T2 trains that run on electricity, with a dash of automatic rail laying.
by POPISowyNumer
Mon Jul 24, 2017 4:27 pm
Forum: News
Topic: Friday Facts #200 - Plans for 0.16
Replies: 129
Views: 42861

Re: Friday Facts #200 - Plans for 0.16

I'd say we really, REALLY need some more transportation methods, and upgrades to ones we have, ESPECIALLY since devs want huge-ass seas and landforms. We need ships. Barges, ferries, motorboats and warships, with ports and shipyards to dock them, launch them and maintain them. Trains need electric u...
by POPISowyNumer
Tue May 09, 2017 3:56 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.15.9] Pumps 'reserve' tanker access even when disabled.
Replies: 1
Views: 686

[posila] [0.15.9] Pumps 'reserve' tanker access even when disabled.

Attached pic. pumpin' 'n dumpin'.png Only one pump can access each of tanker valves, which is reasonable and understandable to me. HOWEVER somehow the very first pump to access for example 'second valve on first tanker carriage' remains bound to 'do the honours' , even if said pump is disabled by ci...
by POPISowyNumer
Sat May 06, 2017 10:05 am
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 45458

Re: Friday Facts #189 - Specifying the 1.0

I don't know what happens after 1.0. I am damn sure there's more than enough of people willing to lob another 10 or 20$ in your direction just to keep you working on this wonder. Of course you may choose any other project, but with Wube's track record whatever it will be it's a day-zero purchase fo...
by POPISowyNumer
Tue Apr 04, 2017 3:33 pm
Forum: News
Topic: Friday Facts #184 - Five years of Factorio
Replies: 87
Views: 28169

Re: Friday Facts #184 - Five years of Factorio

1. You connect the circuit network to the stations 2. The conditions are sent through the logistics network My initial idea was that train stations receive data from circuit networks, then relay them to trains stopping at them, so if my coal hauler stops at Coal Bunker Chute, and gets signal that t...
by POPISowyNumer
Sun Apr 02, 2017 12:25 pm
Forum: News
Topic: Friday Facts #184 - Five years of Factorio
Replies: 87
Views: 28169

Re: Friday Facts #184 - Five years of Factorio

Me has a question.
Train question.

Will we get train schedules working like flowcharts? Like being able to write formula like "Go to A if (x), else go to B if (!x and y), else go to C" for every station?
by POPISowyNumer
Fri Mar 10, 2017 11:12 pm
Forum: News
Topic: Friday Facts #181 - Calm before the storm
Replies: 77
Views: 25196

Re: Friday Facts #181 - Calm before the storm

I have question regarding the pumps.

Will the 0.15 keep the already placed pumps as legacy items, so users will have time to replace them without risking meltdowns or something?
by POPISowyNumer
Sat Dec 17, 2016 12:31 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3610
Views: 576570

Re: Bugs & FAQ

Is there any way to erase infinite ores that are slowly getting in way of my base sprawl?
by POPISowyNumer
Sun Dec 04, 2016 7:03 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 121091

Re: Uranium Power

I am bravely trying to create nuclear waste processing plant in my own factorio world, but I think I've met serious problem on my way. Namely atmosphere distilling machines produce 5 times more nitrogen gas than oxygen gas, while all recipes heavily depend on the oxygen supply rather than nitrogen. ...
by POPISowyNumer
Tue Nov 01, 2016 12:28 pm
Forum: Ideas and Suggestions
Topic: Select train station with map
Replies: 5
Views: 909

Re: Select train station with map

Hooo boy idea similar to mine. I'd love to see not only map of train stations to select via point'n'click, but also making of schedules to work as programmable graphs. As in you can write short instructions for trains to choose to which station should they venture after getting clear to depart from ...
by POPISowyNumer
Fri Oct 28, 2016 6:18 pm
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 38213

Re: Friday Facts #162 - Theme Art Again

I personally think that getting absolutely rid of artifacts is not best way here. There are bigger issues with natives than some pinky blobs cluttering chests. There are few mods that give alternatives to clearing nests only to further scientific progress, but AI of biters and spitters lies six feet...

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