Search found 85 matches

by Martc
Fri Aug 28, 2015 3:46 pm
Forum: Releases
Topic: Version 0.12.5
Replies: 42
Views: 50422

Re: Version 0.12.5

Automatic update not working for me, I am getting error "Update failed: File D:/Games/Factorio/data/../tests/mod/mod-list.json has unexpected content".
I have Win x64 0.12.4 version.
by Martc
Fri Aug 21, 2015 9:19 am
Forum: Not a bug
Topic: [0.12.4] Bitters disappearing when trying to go in water.
Replies: 2
Views: 4228

[0.12.4] Bitters disappearing when trying to go in water.

When bitters are trying to attack something that is above water, they disappear. Here is the save _autosave3.zip 1) Load the game (mods aren't needed) 2) Stand still and zoom out to max 3) Watch a group of Behemoth bitters above the character, they will attack distractor bots on the right side and a...
by Martc
Mon Aug 17, 2015 9:47 am
Forum: Modding help
Topic: Altering counts on copy from assembling machine to chest
Replies: 5
Views: 6149

Altering counts on copy from assembling machine to chest

Is there way how can I change default item count that is requesting chest, when you copy blueprint from assembling machine to requester chest?
Something like default_request_amount, or some event that can used to alter requester slots.
by Martc
Mon Aug 17, 2015 9:36 am
Forum: Mods
Topic: [MOD 0.12] Default request amount change
Replies: 18
Views: 24372

Re: [MOD 0.12] Default request amount change

Interesting, why I don't know about this feature :). Anyway I did some test and this feature seems to be not affected by my mod at all. I tried find something to mod this, but I didn't find anything. I will ask in modding forum, thank you for suggestion.
by Martc
Wed Jul 29, 2015 6:53 pm
Forum: Not a bug
Topic: [0.12.1] Personal roboport doesn't work as expected
Replies: 40
Views: 22081

Re: [0.12.1] Personal roboport doesn't work as expected

Perhaps a succint solution would be to say, robots will take from your inventory, as long as you have more than 1 of the item, ie, they never take your last one. In that way, they will build from your inventory when you have the stuff, but they won't take the last one leaving you unable to place gh...
by Martc
Wed Jul 22, 2015 8:57 am
Forum: Ideas and Suggestions
Topic: No overflow on Belts?
Replies: 10
Views: 3024

Re: No overflow on Belts?

The belt change does change one major thing. You used to be able to run 3 inserters and a terminated belt line on one side of an assembler. The overflow let you have an input inserter, but the empty space kept both belts separate. Now you need a dead space to terminate one belt, which can't have an...
by Martc
Tue Jun 09, 2015 7:12 am
Forum: Technical Help
Topic: Multiple Factorio Installs
Replies: 15
Views: 27184

Re: Multiple Factorio Installs

According to wiki, it should be possible to have 2 separate zip installations, with separate mod and saves directory. Or zip and normal installation.
by Martc
Mon May 18, 2015 1:39 pm
Forum: This Forum
Topic: rel=nofollow
Replies: 11
Views: 16855

Re: rel=nofollow

But keep in mind, that you can't expect good knowledge of Factorio from new users.
Usually simple Q&A test is simple a efficient solution.
by Martc
Mon May 18, 2015 6:39 am
Forum: Gameplay Help
Topic: Playing on 2 computers
Replies: 13
Views: 5592

Re: Playing on 2 computers

by Martc
Fri May 01, 2015 8:50 am
Forum: General discussion
Topic: What kind of PC do I need?
Replies: 27
Views: 10587

Re: What kind of PC do I need?

But, there are still some ways how you can improve performance:
- disable smoke effects
- try to use trains/drones instead of long transport belts
- don't build transport belts next to each other, leave one tile gap between them, especially long ones. (if I understand FF 82 correctly)
by Martc
Thu Apr 23, 2015 2:07 pm
Forum: Ideas and Suggestions
Topic: Idea/Concept: Stream map data on join
Replies: 12
Views: 9931

Re: Idea/Concept: Stream map data on join

For the worst case I think we can think of situations, where we have for example 50 belts running in an out of a block. So we have 100 belts with each 30 items per second (blue belts), that is 3000 changes per second, each with 16 byte we have: 48 kByte per second. I think that is at the edge, but ...
by Martc
Tue Apr 21, 2015 2:19 pm
Forum: General discussion
Topic: Something funny I've noticed
Replies: 6
Views: 4020

Re: Something funny I've noticed

Main cause is predictable bitters behavior. You know where strong defense is needed and where is no defense needed. So I think bitters need better AI to be able to go around your point-defense.
by Martc
Mon Apr 20, 2015 7:36 am
Forum: News
Topic: Friday Facts #82 - Optimisations
Replies: 58
Views: 45277

Re: Friday Facts #82 Optimisations

The original idea here was to simulate different chunks in different threads. However this is quite tricky to do properly - namely because overlaps and special cases. Another approach we have been thinking about recently is to do some "thematic" parallelization. Things like electric energ...
by Martc
Thu Mar 12, 2015 8:44 am
Forum: Resolved Problems and Bugs
Topic: [0.11.11] Default logistic value shouldn't be one stack
Replies: 23
Views: 10109

Re: [0.11.11] Default logistic value shouldn't be one stack

kovarex wrote:The problem with that is, that it adds a condition that you have to close the window to apply it, or to add additional button to gui that has more than enough slots and buttons already.
I don't think something like this is a problem.
Requester.png
Requester.png (25.23 KiB) Viewed 1597 times
by Martc
Wed Mar 04, 2015 7:06 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.16] [Gameplay][cube] OMG Fockin' trees.
Replies: 13
Views: 4080

Re: [0.11.16] [Gameplay][cube] OMG Fockin' trees.

Here is the save with broken tree which cannot be destroyed by tank. I am not sure when this exactly happend, I think it was shortly after autosave. It is the red health tree in front of the tank.
by Martc
Tue Feb 10, 2015 7:03 pm
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 141697

Re: [0.11.1] endless resources

ad 2) What exactly isn't working? I tried it and seems to be working. Maybe you tried it with ipairs instead of pairs.
by Martc
Tue Feb 10, 2015 11:01 am
Forum: General discussion
Topic: Chemical plant animation hidden by detailed info
Replies: 4
Views: 2039

Re: Chemical plant animation hidden by detailed info

I agree that is more suggestion than bug report.
And nice dirty smoke will be good sign of working chemical plant :D .
by Martc
Tue Feb 10, 2015 10:02 am
Forum: Gameplay Help
Topic: Smart systems - any help?
Replies: 6
Views: 2581

Re: Smart systems - any help?

Did you read this page on wiki? https://forums.factorio.com/wiki/inde ... it_network
I think smart inserter and smart chest connected with wire is all you need.
by Martc
Tue Feb 10, 2015 9:48 am
Forum: Gameplay Help
Topic: To catch a logistics bot
Replies: 5
Views: 2734

Re: To catch a logistics bot

You can add smart inserter with filter for old bots to every roboport (or some and hope that old robots shows there any time soon :) ). Inserter will put robot to provider chest, then will be delivered to requester chest, upgraded to new robot and then delivered back to roboport.
by Martc
Mon Feb 09, 2015 4:32 pm
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 141697

Re: [0.11.1] endless resources

I have few suggestions for you. 1) Rename data.lua to data-final-fixes.lua. This solve the issue with other mods, that are adding new resources. Like here https://forums.factorio.com/forum/viewtopic.php?f=25&t=8554 2) You code is too complicated, you can simply write this: for k, v in pairs(data...

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