Search found 1028 matches

by quyxkh
Wed Jun 08, 2016 10:05 pm
Forum: Not a bug
Topic: [0.12.35] Logistic robots stopped delivering ammo
Replies: 6
Views: 1932

Re: [0.12.35] Logistic robots stopped delivering ammo

you have ammo in your ammo slot I think if you look at it again you'll see the request is for more than I have, and the report says (a) this had been working fine and (b) everything else still gets topped up. Discarding the ammo inventory is not enough -- it's also not enough to reset and recreate ...
by quyxkh
Wed Jun 08, 2016 8:48 pm
Forum: Not a bug
Topic: [0.12.35] Logistic robots stopped delivering ammo
Replies: 6
Views: 1932

[0.12.35] Logistic robots stopped delivering ammo

[TL;DR: ammo in loaded weapons is counted as inventory, this was my first time reloading after a logistics clear and had never had a one-stack ammo request before, so I'd never noticed exactly how it was doing its ammo math...] I've had this factory for a while, I can't figure out why the logistics ...
by quyxkh
Wed Jun 01, 2016 4:14 pm
Forum: Balancing
Topic: Give additional labs diminishing returns, n/(1+log_10 n)?
Replies: 15
Views: 4491

Re: Give additional labs diminishing returns, n/(1+log_10 n)?

I don't really see what this adds to the gameplay? You would be disincentivizing building big and complex research setups, which is a lot of fun I see from my post title that I'll never be in sales. Of course you're right that building glorious gadgets is this game's staple, don't want to get in th...
by quyxkh
Wed Jun 01, 2016 3:31 am
Forum: Balancing
Topic: Give additional labs diminishing returns, n/(1+log_10 n)?
Replies: 15
Views: 4491

Give additional labs diminishing returns, n/(1+log_10 n)?

Right now you can stockpile flasks, and catch up when you like, but i think there could be urgency there. The mechanic I'm thinking of is track the lab reports in the last 5 seconds, and when a new one comes in the total research benefit for the n reports is n / (1 + log_10 n), so a single lab gets ...
by quyxkh
Wed May 11, 2016 5:36 pm
Forum: Not a bug
Topic: [0.12.33] sound effect distortion and echo
Replies: 3
Views: 1903

Re: [0.12.33] sound effect distortion and echo

This affects _all_ sound (including factorio's music, I just didn't notice it before), including for instance system beeps from an xterm ringing the terminal bell while factorio's running. Something about factorio is rewiring pulseaudio's streams. I did a pacmd dump and later a pacmd list before and...
by quyxkh
Wed May 11, 2016 3:18 am
Forum: Not a bug
Topic: [0.12.33] sound effect distortion and echo
Replies: 3
Views: 1903

[0.12.33] sound effect distortion and echo

This is on Arch Linux w/Steam and there's a workaround, so I'm posting only because it raises an odd question, plus, entertainment value, and maybe it'll jog a memory someday, who knows? Sound effects but not music are distorted, and then echoed once, quieter, after two seconds. I was going to recor...
by quyxkh
Mon May 09, 2016 5:23 pm
Forum: Pending
Topic: [0.12.33] [Pending] Crash in TransportLine::dropItemsOnCurve
Replies: 2
Views: 969

Re: [0.12.33] [Pending] Crash in TransportLine::dropItemsOnCurve

No, I'm sorry, I also tried it and it didn't happen. I'm guessing your guesses from the names on the stack trace are probably a lot better than mine :-) and past that I wouldn't even know where to look, sorry.
by quyxkh
Sun May 08, 2016 9:22 am
Forum: Pending
Topic: [0.12.33] [Pending] Crash in TransportLine::dropItemsOnCurve
Replies: 2
Views: 969

[0.12.33] [Pending] Crash in TransportLine::dropItemsOnCurve

Here's the log, last autosave attached, no mods. Wasn't doing much, just trying to build enough production/power to handle 10 labs doing green research. 0.000 2016-05-07 23:05:00; Factorio 0.12.33 (Build 18092, win64, steam) 0.001 Operating system: Windows 10 0.001 Program arguments: "E:\Steam\...

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