Search found 218 matches

by luc
Sat May 26, 2018 1:17 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 31052

Re: Friday Facts #244 - Localised plurals & Modernisation progress

Devs: you might also be interested to know that in some languages, currency is pluralized differently: EN zero euros, one euro, two euros... (normal pluralization rules) FR zéro euro, un euro, deux euros... (normal pluralization rules) NL nul euro, een euro, twee euro... (always singular) DE null eu...
by luc
Mon May 21, 2018 4:33 pm
Forum: Technical Help
Topic: How to figure out what part of my factory impairs performance?
Replies: 5
Views: 1350

Re: How to figure out what part of my factory impairs performance?

Also if the item is just laying there and not moving?

And is there any way I could find this / figure this out by myself? I'm fine just asking questions here, but then someone needs to keep spending time on writing answers :P
by luc
Mon May 21, 2018 11:25 am
Forum: Technical Help
Topic: How to figure out what part of my factory impairs performance?
Replies: 5
Views: 1350

Re: How to figure out what part of my factory impairs performance?

What if resources are available but not flowing through, since the factory is completely idle? Does that still keep entities active? I'd guess so, since they have to keep checking whether their target accepts new input, but maybe it works the other way around (the target triggering the inserter).
by luc
Mon May 21, 2018 10:27 am
Forum: Technical Help
Topic: How to figure out what part of my factory impairs performance?
Replies: 5
Views: 1350

How to figure out what part of my factory impairs performance?

I've been making a pretty large map (well, for my own standards) and while 0.16 was a great improvement (or was it .15? I've been playing this map too long to remember), I'm at a point again where performance matters. When everything is idle, I get about 65-70ups performance on a decent laptop. When...
by luc
Wed Apr 18, 2018 10:34 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.16.36] Train disappears when keeping down RMB while exiting and trying to mine it
Replies: 3
Views: 2616

[Dominik][0.16.36] Train disappears when keeping down RMB while exiting and trying to mine it

First off, I don't understand why we can't mine vehicles we're in anymore (just kick the player out after mining as in previous versions), as it was a nice way to hit the ground running while cleaning up behind yourself. But since this feature seems intentionally removed, I guess that's not a bug. J...
by luc
Sat Mar 24, 2018 10:50 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 52385

Re: Friday Facts #235 - 0.16 stable

Possibly:
[*] Spidertron (kovarex, GFX)
Nice try. I'm not falling for it this time!
by luc
Sun Mar 18, 2018 3:34 pm
Forum: Duplicates
Topic: [0.16.30] Non-existent connections shown in blueprint preview
Replies: 1
Views: 579

[0.16.30] Non-existent connections shown in blueprint preview

Screenshot: https://snag.gy/iTO1NR.jpg

The connections that are pointed out with arrows, do not actually exist when you place the blueprint.
by luc
Mon Mar 05, 2018 6:59 pm
Forum: Releases
Topic: Version 0.16.28
Replies: 31
Views: 25289

Re: Version 0.16.28

milo christiansen wrote:
Once wasn't enough? :P
I was just thinking of opening a bug report in the FactorioBot release post script :P
by luc
Thu Feb 22, 2018 1:01 am
Forum: Pending
Topic: [0.16.15] Freeze in Linux, probably related to switching workspaces
Replies: 7
Views: 2309

Re: [0.16.15] Freeze in Linux, probably related to switching workspaces

I just upgraded to Debian Buster. The version of libgl1-mesa-glx is now 17.3.3-1 (upgraded from 13.0.6-1+b2). In the comments of the bug you linked, it is mentioned that "Upgrading xserver-xorg-core to 2:1.19.1-1 or newer and restarting X should fix the problem." My xserver-xorg-core packa...
by luc
Wed Feb 21, 2018 3:48 pm
Forum: Pending
Topic: [Rseding91] [16.24] Refineries don't empty their output, stay inactive indefinitely
Replies: 6
Views: 1804

Re: [Rseding91] [16.24] Refineries don't empty their output, stay inactive indefinitely

Thanks for looking into it! The save was indeed created long ago, but the refineries with the bug are not. I built them a few days ago: I think on 0.16.24, but at least 0.16.10+. The other refineries closer to the main base (doing normal oil processing, not coal liquefaction) were created much longe...
by luc
Sun Feb 18, 2018 8:33 pm
Forum: Pending
Topic: [Rseding91] [16.24] Refineries don't empty their output, stay inactive indefinitely
Replies: 6
Views: 1804

Re: [0.16.24] Refineries don't empty their output, causing them to stop working

This is weird, should have no problem outputting it, maybe it can not because it is inactive, putting coal in it manually instantly lets it output the fluid. Evacuating the output pipes has no effect. Inserters don't input if the output is full right? I was assuming that's the issue. But while outp...
by luc
Sat Feb 17, 2018 12:14 pm
Forum: Pending
Topic: [Rseding91] [16.24] Refineries don't empty their output, stay inactive indefinitely
Replies: 6
Views: 1804

[Rseding91] [16.24] Refineries don't empty their output, stay inactive indefinitely

In the attached save games, see the refineries doing coal liquefaction which are next to the player. There are 100 units of red/heavy oil stuck in the output, causing it to stop working. The output pipe is not full. I've tried reconnecting output pipes, but that does not work. Replacing the refinery...
by luc
Thu Feb 01, 2018 3:03 pm
Forum: Pending
Topic: [0.16.15] Freeze in Linux, probably related to switching workspaces
Replies: 7
Views: 2309

Re: [0.16.15] Freeze in Linux, probably related to switching workspaces

Thanks for the follow-up! I still need this laptop to be 100% stable until next Thursday for a project, after that I was planning to upgrade to Debian Buster anyway (so from Debian's stable to testing branch), so I should get the latest version of everything again. I'll also have time to look into o...
by luc
Sat Jan 20, 2018 3:04 pm
Forum: Pending
Topic: [0.16.15] Freeze in Linux, probably related to switching workspaces
Replies: 7
Views: 2309

Re: [0.16.15] Freeze in Linux, probably related to switching workspaces

I just made the mistake of hitting the printscreen button, which blurs focus for half a second. The game froze again :(

So I guess it's not workspace-switching or alt-tabbing, but just losing focus in general.
by luc
Tue Jan 09, 2018 11:07 pm
Forum: Pending
Topic: [0.16.15] Freeze in Linux, probably related to switching workspaces
Replies: 7
Views: 2309

Re: [0.16.15] Freeze in Linux, probably related to switching workspaces

$ gdb --core=core.9092 bin/x64/factorio GNU gdb (Debian 7.12-6) 7.12.0.20161007-git [...] Reading symbols from bin/x64/factorio...done. [New LWP 9092] [New LWP 9095] [New LWP 9096] [New LWP 9097] [New LWP 9098] [New LWP 9099] [New LWP 9100] [New LWP 9101] [New LWP 9102] [New LWP 9107] [New LWP 9108...
by luc
Mon Jan 08, 2018 8:23 pm
Forum: Pending
Topic: [0.16.15] Freeze in Linux, probably related to switching workspaces
Replies: 7
Views: 2309

[0.16.15] Freeze in Linux, probably related to switching workspaces

When switching workspaces (ctrl+alt+left/right/up/down arrow keys in many distributions), the game sometimes freezes. I'd guess around once every 20 times. I use it to switch between sets of applications, and Factorio has its own workspace since it's fullscreen. When freezing, I can still go back to...
by luc
Mon Jan 08, 2018 7:52 pm
Forum: Technical Help
Topic: Deleting Forum Account
Replies: 1
Views: 780

Re: Deleting Forum Account

If I'm not mistaken, changing your password will erase the old one, so that should take care of that concern.

I am unsure as to how you can delete your account, or if it's possible as a user on this forum (I'm not an admin).
by luc
Sat Jan 06, 2018 6:13 pm
Forum: Show your Creations
Topic: Biter Cage
Replies: 3
Views: 3323

Re: Biter Cage

I like the idea, why did I never think of this xD
by luc
Thu Jan 04, 2018 11:08 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.13] Bot dispatch too slow for iron plates (among others)
Replies: 14
Views: 9303

Re: [Rseding91] [16.13] Bot dispatch too slow for iron plates (among others)

Came here to report this too. It would be cool if this fix could be released soon, because it sounds like it affects any base with logistic robots (which I imagine is most bases).

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