Search found 49 matches
- Thu Mar 05, 2020 3:24 am
- Forum: Duplicates
- Topic: Floating point math problems
- Replies: 3
- Views: 876
Re: Floating point math problems
Where 100 turns to 99.9 and you cannot obtain the last 1% ... Yea, I'm nitpicking details. I want my 1%! ... And as long as we're nitpicking, 1% of 100 is 1. Aye. Floating point math has been troublesome for me, and add percentages in floating point math and I need more than the few moments I took ...
- Wed Mar 04, 2020 7:10 pm
- Forum: Duplicates
- Topic: Floating point math problems
- Replies: 3
- Views: 876
Floating point math problems
I've played enough sandbox to identify a couple times when 100 does not equal 100. Where 100 turns to 99.9 and you cannot obtain the last 1% I'm almost convinced it's due to rounding issues. I'm going to take fluid in pipes as my first example. The offshore pump doesn't push 999.9/s. Oil refineries ...
- Sat Feb 08, 2020 6:06 am
- Forum: Ideas and Suggestions
- Topic: We need alien tech back!
- Replies: 75
- Views: 13163
The struggle is real..
Devs - After thinking on this for well more than I should, and after putting on my fire retardant suit, I think it's time to make a suggestion I may hate myself later for voicing. I am among several others on Facebook for a Factorio group, and there's been often enough polls, posts, or comments rega...
- Wed Jul 17, 2019 6:47 pm
- Forum: Technical Help
- Topic: Error applying migration file when joining server
- Replies: 5
- Views: 1678
Re: Error applying migration file when joining server
Thank you devs, Loewchen and posila You gave me enough info. I did get connected. Consider this closed issue. I found two extra files in my install that weren't in a compared to fresh .58 download. One of the two was the offended named file. Deleting, and matching what's in the fresh download allowe...
- Wed Jul 17, 2019 5:12 pm
- Forum: Technical Help
- Topic: Error applying migration file when joining server
- Replies: 5
- Views: 1678
Re: Error applying migration file when joining server
I assume you screwed up your migration files. Either reinstall the game, or remove the files mentioned in the error messages from data/base/migrations until it works. I had already grabbed a fresh copy off factorio.com and retried, with the same error. The host (on Steam) had just obtained the 0.56...
- Mon Jul 15, 2019 11:41 pm
- Forum: Technical Help
- Topic: Error applying migration file when joining server
- Replies: 5
- Views: 1678
Error applying migration file when joining server
Devs, I'm playing on the website download identical version # that a MP is hosting on Steam. I can see his game, I can sync mods, I can download his mod config. But after the phase where the game tells the host to save, sync, and download the map to me, and catching up (everything just shy of actual...
- Tue Jul 09, 2019 7:50 pm
- Forum: Duplicates
- Topic: [0.17.5x-current] error but it works
- Replies: 0
- Views: 436
[0.17.5x-current] error but it works
Devs, I feel it's important to note my setup in addition to submitting the error here. On at least three computer setups, I have the website version of Factorio installed to D:\Factorio. They are not using any sort of cloud syncronization on D:\Factorio. So while you see similar data paths in the la...
- Mon Jun 24, 2019 2:09 am
- Forum: Gameplay Help
- Topic: Rail pathing - forcing my preferred pathing
- Replies: 4
- Views: 1814
Re: Rail pathing - forcing my preferred pathing
slippycheeze, Thanks for the time to respond. At the time I posted this, I had just finished with some manually controlled (constant combinator) regular signals, which blocked all trains from going through. It may have also added 1000 penalty, but prevented a train from going past it. The path itsel...
- Fri Jun 21, 2019 7:27 pm
- Forum: Gameplay Help
- Topic: Rail pathing - forcing my preferred pathing
- Replies: 4
- Views: 1814
Rail pathing - forcing my preferred pathing
Greetings engineers. I am trying to create a rail segment that will prioritize a line over another, which means I should add a penalty (but not block) the other rail going in the same direction. The idea is the inner two rails on a 4-rail spot, the inner two rails are prioritized and treated as a ba...
- Thu May 23, 2019 2:41 pm
- Forum: Minor issues
- Topic: Mod updating - missed base compatability check
- Replies: 3
- Views: 1144
Re: Mod updating - missed base compatability check
Rseding91, Agree completely it is a minor issue. I just saw the problem and thought it should be brought to light. I don't think it's reasonable for Factorio devs themselves to do all the work to check ..for example, if angel's mods are properly updated for an addon to angel's mods. I have seen the ...
- Tue May 21, 2019 6:53 pm
- Forum: Minor issues
- Topic: Mod updating - missed base compatability check
- Replies: 3
- Views: 1144
Mod updating - missed base compatability check
Greetings. I do believe this will become an issue if not brought to light. Specific mods are not important, but the scenario is. Please let me explain, with examples. While the game itself can be kept running, and mods are updated separately from the main game, we have ourselves a race condition. Wh...
- Wed Feb 27, 2019 6:09 pm
- Forum: Duplicates
- Topic: [0.17.0-1] Can't setup quick right toolbar
- Replies: 2
- Views: 801
Re: [0.17.0-1] Can't setup quick right toolbar
tehfreek,
Your link answers my issue. Thank you. This thread can be handled as closed issue.
Your link answers my issue. Thank you. This thread can be handled as closed issue.
- Wed Feb 27, 2019 5:08 pm
- Forum: Duplicates
- Topic: [0.17.0-1] Can't setup quick right toolbar
- Replies: 2
- Views: 801
[0.17.0-1] Can't setup quick right toolbar
With the visual aid of the attached PNG; the right side of the new toolbar (for items like cut/copy/paste) cannot be modified. I started a sandbox environment and everything was filled. Starting a freeplay and I cannot set anything in the bottom right. I can only drag on the right |||| bars which re...
- Wed Dec 19, 2018 4:34 pm
- Forum: Gameplay Help
- Topic: Stockpile blueprint needed
- Replies: 3
- Views: 1186
Re: Stockpile blueprint needed
Station -> Decider combinator Station is set to "read train contents" and "read stopped train". Decider combinator is set to: Each β 0 β N (1) If N = 0 there is no train. If N = 1 there is an empty train (the only signal is train ID). If N β₯ 2 there is a loaded train. Very creat...
- Tue Dec 18, 2018 10:38 pm
- Forum: Gameplay Help
- Topic: Stockpile blueprint needed
- Replies: 3
- Views: 1186
Stockpile blueprint needed
All, I would really like a circuit-enabled buffer/stockpile blueprint. The basic idea is that a trainload (or belt) of product comes to a point and via circuit network: (A) If there is cargo in the train, to unload it and not put it back onto the train. (B) if there is an empty cargo car, load the c...
- Mon Jun 18, 2018 5:23 pm
- Forum: Modding help
- Topic: angelssmelting /angelspetrochem failed to load
- Replies: 1
- Views: 896
Re: angelssmelting /angelspetrochem failed to load
Very recent update to Angel's mods added that problem. Two ways to solve, both require manual edits to a mod folder contents. You'll either have to comment out the offending line, or copy a file from one .zip to the other mod. To comment out the offender, https://forums.factorio.com/viewtopic.php?f=...
- Mon Jun 18, 2018 2:55 pm
- Forum: Angels Mods
- Topic: Angel's collection - unfinished?
- Replies: 2
- Views: 2167
Angel's collection - unfinished?
Hey all, I'll give you a reader's digest version of my recent experience. As all who have started Angel's before, they also included bobingabout mods. Not that I couldn't get anywhere, but I was very curious where the separation between Angel and Bob's. I began by disabling Bob's so I can understand...
- Sun Jun 17, 2018 11:41 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint creation - adding a new recipe toggle
- Replies: 0
- Views: 702
Blueprint creation - adding a new recipe toggle
Thank you Wube for the countless hours of time. One heck of a game. When creating a blueprint, much like the checkboxes to enable/disable tiles, train station names, etc etc - a new checkbox that will remove the set recipe on the entities being captured. I often create blueprints that are "blan...
- Tue Apr 03, 2018 9:21 pm
- Forum: Gameplay Help
- Topic: 0.16 Oil processing stops when output tanks fill up
- Replies: 15
- Views: 11208
Re: 0.16 Oil processing stops when output tanks fill up
As I read the OP post, I couldn't help but repeatedly say "different people have different playstyles" Understanding this fundamental fact can and very might well be the reason why Base in a Book by another player may not be what you're needing or able to use. I will HAPPILY admit that any...
- Tue Dec 19, 2017 2:19 am
- Forum: Not a bug
- Topic: [0.16.6] Landfill leaves a canal behind
- Replies: 3
- Views: 1352