Search found 15830 matches

by Rseding91
Thu Aug 14, 2014 8:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.6][cube]Laser turrets not firing at biters
Replies: 3
Views: 3918

Re: [0.10.6][cube]Laser turrets not firing at biters

I ran game.killallenemies() to see if it would make a difference and it didn't.

This save may be of more use: https://www.dropbox.com/s/i61chyf2kglutyl/Mods-b-7.zip?dl=0

There are 10~ biters following me in the save. Simply load it and walk up to the wall and slowly walk left as the biters follow ...
by Rseding91
Thu Aug 14, 2014 5:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.6][cube]Laser turrets not firing at biters
Replies: 3
Views: 3918

Re: [0.10.6][cube]Laser turrets not firing at biters

If it helps, I can upload a save file where there are biters near the lasers (that aren't attacking the lasers) where the lasers aren't attacking either.

That, and if there's anything I can do to help just let me know.
by Rseding91
Thu Aug 14, 2014 5:17 pm
Forum: Mods
Topic: [MOD 0.12.X] Explosive Termites 1.1.7: extreme deforestation
Replies: 25
Views: 46928

Re: [0.10.X] Explosive Termites - extreme deforestation

cube wrote:Bug on linux:

15:41:14 Error None: Error when opening /home/cube/development/factorio/Factorio/mods/Explosive Termites/graphics/Termite.png: No such file or directory

It's because the image has extension .PNG instead of .png
That should be fixed now.
by Rseding91
Thu Aug 14, 2014 1:05 am
Forum: Resolved Problems and Bugs
Topic: [0.10.6][cube]Laser turrets not firing at biters
Replies: 3
Views: 3918

[0.10.6][cube]Laser turrets not firing at biters

I'm expanding my defense walls on my main save and I ran across a strange bug.

The laser turrets on a portion of my outer walls just ignore biters at random until a biter eats one of the turrets and then the others wake up and attack the ones near them. After a while they go back to ignoring biters ...
by Rseding91
Tue Aug 12, 2014 6:37 am
Forum: Resolved Problems and Bugs
Topic: [0.10.6] Logistics robots + damaged items problems
Replies: 1
Views: 2855

[0.10.6] Logistics robots + damaged items problems

Logistics robots seem to get stuck trying to store items in storage chests when the chest contains a damaged version of what they're trying to store.

I have my save game where a chest is full of laser turrets with 1 damaged laser turret in the chest and I have 900 logistics robots trying to store ...
by Rseding91
Mon Aug 11, 2014 5:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.6] Clicking off and back locks the game for 5~ seconds
Replies: 7
Views: 3033

Re: [0.10.6] Clicking off and back locks the game for 5~ sec

Right, with your saves, it took some seconds.

So I checked the code, and found out, that the refresh of video memory is really needlessly called even for the event SWITCH_IN, so I just removed the call and it now doesn't slow down at all in this case.

So it is fixed for 0.10.7

Awesome! You guys ...
by Rseding91
Mon Aug 11, 2014 2:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.6] Clicking off and back locks the game for 5~ seconds
Replies: 7
Views: 3033

Re: [0.10.6] Clicking off and back locks the game for 5~ sec

I tried it with your set of mods, and the game locked for like 1/4 of second (I have GTX 760), so it has to be something specific to your system or setup, do you have any idea?

Did you use my save-game as well? It doesn't happen on new maps (it's 1/4th of a second like you said). However on my ...
by Rseding91
Mon Aug 11, 2014 7:02 am
Forum: Resolved Problems and Bugs
Topic: [0.10.6] Clicking off and back locks the game for 5~ seconds
Replies: 7
Views: 3033

Re: [0.10.6] Clicking off and back locks the game for 5~ sec

Hello, when you do this, the game has to copy all the graphics stored in ram back to video memory (vram), the more graphics you have (mods), and the slower the drawing from ram->vram is the longer it takes.

If you have shared video ram (part of the video memory is on normal ram) on your video card ...
by Rseding91
Mon Aug 11, 2014 6:54 am
Forum: Resolved Problems and Bugs
Topic: [0.10.6] Large number of roboports causes overlay to lag
Replies: 4
Views: 1871

Re: [0.10.6] Large number of roboports causes overlay to lag

kovarex wrote:We have a plan to solve it (the game wouldn't draw all connections, that is n^2 of lines in some cases, but it would make triangulation of it instead)

Sweet :) looking forward to it.
by Rseding91
Sun Aug 10, 2014 10:27 pm
Forum: Pending
Topic: Music Glitches {0.9.8}
Replies: 2
Views: 3523

Re: Music Glitches {0.9.8}

StratoXPro wrote:In the latest version of Factorio {0.9.8}
The *latest* version is 0.10.6 - go to the downloads page and click the "Experimental" link at the top.

Does it happen on that version?
by Rseding91
Sun Aug 10, 2014 5:05 pm
Forum: Resolved Problems and Bugs
Topic: Inserters get stuck.
Replies: 3
Views: 5955

Re: Inserters get stuck.

I still don't exactly follow what the issue is ... Could you provide definition of the recipe and steps needed to reproduce this please?

Load this game with the one simple mod - it adds a single new chest with a recipe of 49 steel plates and 49 stone.

Simply install the one mod and load the save ...
by Rseding91
Sun Aug 10, 2014 3:49 pm
Forum: Not a bug
Topic: Assembly machine 1, raw material for making science pack 2
Replies: 5
Views: 4795

Re: Assembly machine 1, raw material for making science pack

The attachment limit for the forums is broken right now. You can upload the image to www.imgur.com.
by Rseding91
Sun Aug 10, 2014 3:40 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.6] Clicking off and back locks the game for 5~ seconds
Replies: 7
Views: 3033

[0.10.6] Clicking off and back locks the game for 5~ seconds

When I click off Factorio (onto another window) and click back the game locks up for 5-7 seconds.

With 3 screens and modding I often click off the game and as I explore more the time it's locking up is getting longer. It wasn't so bad at first when it was half a second but now that it's 5+ seconds ...
by Rseding91
Sun Aug 10, 2014 3:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.6] Large number of roboports causes overlay to lag
Replies: 4
Views: 1871

[0.10.6] Large number of roboports causes overlay to lag

I've got a large number of roboports in my main savegame (30+) and when I mouse over one of them while moderately zoomed out it drops the FPS/TPS from a solid 60 to 24~.

It's not a game-ending issue but if something could be done about it that would be great. I'll often be running through my base ...
by Rseding91
Sat Aug 09, 2014 9:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.6] Plastic research icon wrong + repair packs
Replies: 4
Views: 7257

Re: [0.10.6] Plastic research icon wrong + repair packs

arl85 wrote:I think it's ok to have different icons between items and research, but it's a matter of personal taste
Well, they matched up before they where changed so I just assume they're meant to match. Like I said, it doesn't effect gameplay at all so it's not that big of a deal.
by Rseding91
Sat Aug 09, 2014 5:11 am
Forum: Resolved Problems and Bugs
Topic: [0.10.6] Plastic research icon wrong + repair packs
Replies: 4
Views: 7257

[0.10.6] Plastic research icon wrong + repair packs

The plastic research icon is using the old graphic (the grey bar vs the new white bar). Also, the "missing repair packs" notification icon and the minimap notification icon are using the old repair pack image.

Nothing game stopping just noticed it the other day and thought it was wrong.
by Rseding91
Fri Aug 08, 2014 10:17 pm
Forum: Mods
Topic: [0.12.17]Clean Pipes 0.0.4 - Decide how pipes connect!
Replies: 23
Views: 41562

Re: [MOD 0.10.x]Clean Pipes 0.0.1 - Decide how pipes connect

A few things:

1. The pipes don't place as owned by the player and so show up red on the minimap
2. When placing and harvesting the 2 sided connection pipes it gives a one sided connection pipe back - not so much a bug but just annoying having to keep re-crafting 2 sided pipes
3. Because all the ...
by Rseding91
Thu Aug 07, 2014 11:31 pm
Forum: Not a bug
Topic: [10.0.6] very fast belt and low robotic arm problem
Replies: 5
Views: 3080

Re: [10.0.6] very fast belt and low robotic arm problem

fregate84 wrote:yes, with blue it's ok, but when we don't need blue it's a waste of power.
shoulf be possible to use yellow arm with blue belt (i use it to charge iron on oven)
But you *do* need blue - the non blue ones don't work with express belts.
by Rseding91
Thu Aug 07, 2014 7:12 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 742768

Re: Yuoki Industries 0.2.6a

Every time the game is saved and or loaded with Yuoki installed all in-progress assemblers eat all of their recipe requirements causing items to be deleted.

This is caused by the game.onload() game.player.force.resetrecipes() call done in Yuoki - it triggers all recipes to reset and so all in ...
by Rseding91
Thu Aug 07, 2014 7:00 pm
Forum: Modding help
Topic: collision_box - what does it actually mean?
Replies: 4
Views: 2359

Re: collision_box - what does it actually mean?

They're corner points: {{topLeftX, TopLeftY}, {BottomRightX, BottomRightY}} where each "1" is 32 pixels (one tile) in-game. You can turn on the grid view in-game to see how big one tile is.

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