Search found 457 matches
- Sun Jul 10, 2016 3:11 pm
- Forum: Resolved Problems and Bugs
- Topic: *[13.0 > .8] Crash in server browser
- Replies: 8
- Views: 6028
Re: [0.13.0] Crash in server browser
And again in 0.13.6 -- just from opening the public games list. 8626.613 Info WindowsUDPSocket.cpp:59: Opening socket at port (0) 8626.750 Error CrashHandler.cpp:108: Exception Code: c0000005, Address: 00007FF670965C20 8626.750 Error CrashHandler.cpp:118: Exception Context: rax=000001b34ccd2020, rbx...
- Sun Jul 10, 2016 2:00 am
- Forum: Balancing
- Topic: [0.13] Increase copy/paste filter numbers for requester chests
- Replies: 16
- Views: 6087
Re: [0.13] Increase copy/paste filter numbers for requester chests
There's a simple solution I thought of today, before finding this post. I'll add it here instead of making a new thread (it was intended to address #2, below, but applies here--#1). Make copy-pasting recipes onto requester chests *ADD* the components rather than completely reprogramming the chests. ...
- Tue Jul 05, 2016 8:02 pm
- Forum: Duplicates
- Topic: [0.13.0] Terrain segmentation
- Replies: 50
- Views: 23864
Re: [0.13.0] Terrain segmentation
Another thing i've noticed is if I set enemy spawns to low or very low everything, but starting area to "none" it's as if the biter settings got turned to very high. That sounds reasonable because if you don't have a starting area there's no ramp of difficulty. It's more of a mod option, ...
- Tue Jul 05, 2016 7:43 pm
- Forum: Releases
- Topic: Version 0.13.5
- Replies: 41
- Views: 28490
Re: Version 0.13.5
Come on, I still don't see any fixes regarding map generation. I'm as eager to see the return of more global variety in biome distribution as anyone, but you can express this much more politely. The new terrain generation is actually really cool in its local variation. If I'm not mistaken, they mad...
- Sat Jul 02, 2016 11:14 pm
- Forum: Duplicates
- Topic: [0.13.0] Terrain segmentation
- Replies: 50
- Views: 23864
Re: [0.13.0] Terrain segmentation
Another thing i've noticed is if I set enemy spawns to low or very low everything, but starting area to "none" it's as if the biter settings got turned to very high. That sounds reasonable because if you don't have a starting area there's no ramp of difficulty. It's more of a mod option, ...
- Sat Jul 02, 2016 11:11 pm
- Forum: Ideas and Suggestions
- Topic: Copy/Paste indicators
- Replies: 6
- Views: 2362
Re: Copy/Paste indicators
It might be somewhat complicated by non-modifier-key bindings unfortunately. :/
Sadly, I don't think my simple suggestion will work because of this uncertainty.
Sadly, I don't think my simple suggestion will work because of this uncertainty.
- Sat Jul 02, 2016 2:46 am
- Forum: Ideas and Suggestions
- Topic: [0.13] Per save achievements / Re-Give Achievement When Starting new Game (Locally)
- Replies: 2
- Views: 2238
Re: [0.13] Per save achievements.
I agree, per-save achievements would be a welcome change--as an option, at least!
See additional discussion here: https://www.reddit.com/r/factorio/comme ... _perworld/
See additional discussion here: https://www.reddit.com/r/factorio/comme ... _perworld/
- Sat Jul 02, 2016 2:41 am
- Forum: Ideas and Suggestions
- Topic: Copy/Paste indicators
- Replies: 6
- Views: 2362
Re: Copy/Paste indicators
Just make the box indicating that you've pasted visible until you let go of Shift, or copy something else. You'll get the benefit of showing multiple successful pastes, without much performance impact.
- Fri Jul 01, 2016 1:14 am
- Forum: General discussion
- Topic: Thoughts on 0.13 Terrain Generation
- Replies: 59
- Views: 22370
Re: Thoughts on 0.13 Terrain Generation
Sharp boundaries are to be expected with any reasonably performant update to the map generation.
I just hope they have enough leeway to add in a continental-scale modulation for larger biome distributions again.
I just hope they have enough leeway to add in a continental-scale modulation for larger biome distributions again.
- Fri Jul 01, 2016 12:16 am
- Forum: General discussion
- Topic: Thoughts on 0.13 Terrain Generation
- Replies: 59
- Views: 22370
Re: Thoughts on 0.13 Terrain Generation
Actually, I like the new terrain generation. It looks, to me, more realistic than the otherwise bland treatment of biomes we had before. It looks wilder. ie. more realistic. On a small scale, that's true. But when you zoom out, something has been lost. It would be nice if the old large-scale biome ...
- Fri Jul 01, 2016 12:02 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1] Map generation process is very strange
- Replies: 31
- Views: 25886
Re: [0.13.1] Map generation process is very strange
I'd love to see a blending of the new biome generation with the old. This new pattern gives more interest locally, but becomes monotonous on a large scale. The old one gave nice variation globally, but was rather repetitive locally. Segmentation, Biomes, and Starting Resources seem like the only iss...
- Thu Jun 30, 2016 5:02 pm
- Forum: Duplicates
- Topic: [0.13.0] Terrain segmentation
- Replies: 50
- Views: 23864
Re: [0.13.0] Terrain segmentation
I posted this under general discussion not thinking to check the bug report forum before. I wasn't sure if what i was seeing a bug: https://forums.factorio.com/viewtopic.php?f=5&t=27655 There's a screenshot there showing a 0.12 save with a large area revealed surrounded by new 0.13 charted terr...
- Thu Jun 30, 2016 3:54 pm
- Forum: Duplicates
- Topic: [0.13.0] Terrain segmentation
- Replies: 50
- Views: 23864
Re: [0.13.0] Terrain segmentation
It really looks like the underlying height map is indicating areas far from large bodies of water should tend to be more dry, while areas by a lot of water should be more green. This creates nice *local* variation, but on a global scale it gets repetitive because they can't simulate rainfall high/lo...
- Thu Jun 30, 2016 6:03 am
- Forum: Duplicates
- Topic: Free Electricity
- Replies: 1
- Views: 909
Re: Free Electricity
They're working on this. You're not getting free power; it's a virtual connection or "wireless electricity hack" as Klonan put it. :lol: https://forums.factorio.com/viewtopic.php?f=7&t=27354 Deconstructing then rebuilding one of the two grids will restore sanity. I'm not sure if there'...
- Thu Jun 30, 2016 3:23 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1][Oxyd] Items from destroyed belts are lost to ghosts
- Replies: 1
- Views: 1923
[0.13.1][Oxyd] Items from destroyed belts are lost to ghosts
In a fresh 0.13 game (or in 0.12) items are persisted on the ground when a belt is destroyed.
In 0.13.1, once construction planning is researched (/c game.player.force.technologies['automated-construction'].researched = true) and ghost images appear after belts are destroyed, these items are lost.
In 0.13.1, once construction planning is researched (/c game.player.force.technologies['automated-construction'].researched = true) and ghost images appear after belts are destroyed, these items are lost.
- Thu Jun 30, 2016 1:24 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0] Power Switch Hack [reopened]
- Replies: 15
- Views: 10670
Re: [0.13.0] Power Switch Hack [reopened]
Graph theory with entire subgraphs becoming nodes and allowing arbitrary connectivity gets complicated. Good luck ironing this out guys!
- Tue Jun 28, 2016 2:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0] Power Switch Hack [reopened]
- Replies: 15
- Views: 10670
[0.13.0] Power Switch Hack [reopened]
Replay is enabled in the attached save file to show exact steps. Power switch is placed between two connected poles, wired to each, then the poles are disconnected manually. At this point there is an invisible connection bypassing the power switch, which may be removed along with intermediate power ...