Search found 80 matches
- Sun Jul 02, 2017 10:54 am
- Forum: Pending
- Topic: [0.15.25] crash while saving multiplayer game
- Replies: 17
- Views: 4350
Re: [0.15.25] crash while saving multiplayer game
I tried to attach my wonky blueprint library. But it is to large to be attached. (12Mb) Can i do a wetransfer or something? (need an email) On an other note, I switch a lot between my laptop and desktop. I sync my save folder with a dropbox mirror and steam sync. I get that blue print books and blue...
- Fri Jun 30, 2017 9:34 am
- Forum: Pending
- Topic: [0.15.25] crash while saving multiplayer game
- Replies: 17
- Views: 4350
Re: [0.15.25] crash while saving multiplayer game
Problem is solved after deleting the blueprint libraries from AppData\Roaming\Factorio
was not able to load any save.
was not able to load any save.
- Fri Jun 30, 2017 7:15 am
- Forum: Pending
- Topic: [0.15.25] crash while saving multiplayer game
- Replies: 17
- Views: 4350
Re: [0.15.25] crash while saving multiplayer game
11557.942 Info BlueprintShelf.cpp:640: Saving blueprint storage.
11558.728 Error CrashHandler.cpp:141:
44.444 Info BlueprintLibrary.cpp:191: Loaded library shelves:
45.025 Error CrashHandler.cpp:141:
both crashes are related to blueprints
11558.728 Error CrashHandler.cpp:141:
44.444 Info BlueprintLibrary.cpp:191: Loaded library shelves:
45.025 Error CrashHandler.cpp:141:
both crashes are related to blueprints
- Thu Jun 29, 2017 11:37 pm
- Forum: Pending
- Topic: [0.15.25] crash while saving multiplayer game
- Replies: 17
- Views: 4350
[0.15.25] crash while saving multiplayer game
while trying to save the game crashes. (see previous.log)
I was happily playing for a couple of hours without any issues.
Restarted Factorio --> Joined multiplayer --> Crash (see current.log)
I was happily playing for a couple of hours without any issues.
Restarted Factorio --> Joined multiplayer --> Crash (see current.log)
- Wed Jun 14, 2017 7:08 pm
- Forum: Minor issues
- Topic: [0.15.6] Map view gets offset when zoomed out
- Replies: 6
- Views: 2207
Re: [0.15.6] Map view gets offset when zoomed out
I would say that this is more than minor thing only (not) visible when you zoom out o alot. I find it however very much noticeable with respect to trains. You see it on the minimap, as it is allways zoomed out. Would not bother me that much if it was consistent but when a train does a 90 degree tur...
- Mon May 08, 2017 3:08 pm
- Forum: Minor issues
- Topic: [0.15.6] Map view gets offset when zoomed out
- Replies: 6
- Views: 2207
Re: [0.15.6] Map view gets offset when zoomed out
Hovering over orefields / oilfields etc has the same effect when zooming out the highlight moves to the upper left.
Mouse placement when zooming does not affect the offset as far as I can tell.
I have it on my pc and laptop.
Mouse placement when zooming does not affect the offset as far as I can tell.
I have it on my pc and laptop.
- Sat May 06, 2017 4:00 pm
- Forum: Minor issues
- Topic: [0.15.6] Map view gets offset when zoomed out
- Replies: 6
- Views: 2207
Re: [0.15.6] Map view gets offset when zoomed out
sorry for the bad resolutions but I had to zoom in to make my point. So you think that this is intended? The train offset when zooming out is not only present when in map view, but also on the minimaps. Trains are allways running next to their tracks. This is hardly the case when zoomed in. MAP.jpg ...
- Wed May 03, 2017 8:58 pm
- Forum: Minor issues
- Topic: [0.15.6] Map view gets offset when zoomed out
- Replies: 6
- Views: 2207
[0.15.6] Map view gets offset when zoomed out
When viewing the minimap, or zooming out in map view, highlights such as mousing over ore, oil wells etc. get offset (up and left) when zoomed out. This is also visible in the minimap when a train is rounding a corner and is apparently running next to the tracks. :D Will post a screenshot when able ...
- Wed Mar 29, 2017 10:07 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1003542
Re: Factorio Roadmap for 0.15 + 0.16
In the vanilla factorio are so much usefull things to add, and when you plan to make an expansion at the point the game isn't still released means your are hold back content. There's a difference between adding content to get a finished game and ideas for content that could be an addition but not n...
- Fri Jan 27, 2017 10:28 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1003542
Re: Factorio Roadmap for 0.15 + 0.16
is there any guesstimate ETA? Im starting to feel the urge again (there's been a lot of competition recently for me) but would want to wait if we can expect 0.15 within a month :lol: the last 11 post before you were about your question :roll: did you read those? Short answer is no :cry: Who knows w...
- Wed Jan 25, 2017 7:27 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1003542
Re: Factorio Roadmap for 0.15 + 0.16
This is what I ment
realm174 wrote:a simple "nothing more than what's already out there". No rudeness intended. At all.
- Wed Jan 25, 2017 10:39 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1003542
Re: Factorio Roadmap for 0.15 + 0.16
This thread is the official roadmap, and a roadmap usually contains information about presumed deadlines. They will not disclose internal deadlines, the shitstorm they will get if they won't make it is humongus. It will be ready when it is ready, you can ask all you want but that's just how it is, ...
- Tue Jan 24, 2017 9:09 am
- Forum: Combinator Creations
- Topic: CzechMate: A remote-controlled chess board
- Replies: 3
- Views: 2167
Re: CzechMate: A remote-controlled chess board
awesome! how do you play it ?!?
- Fri Dec 23, 2016 12:58 pm
- Forum: Ideas and Suggestions
- Topic: Place new train on rail with inserters
- Replies: 5
- Views: 1947
Place new train on rail with inserters
If one could place trains (locs and wagons) on track with an inserter one could make an interesting train depot/ manufacturing plant.
some circuit magic + set train instructions like the smart station mod and extra trains can get added to the train network on demand!!!
some circuit magic + set train instructions like the smart station mod and extra trains can get added to the train network on demand!!!
- Fri Dec 23, 2016 8:38 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: My 1 rocket per minute train-bus no-bot "megabase"
- Replies: 15
- Views: 38688
- Thu Dec 22, 2016 1:14 pm
- Forum: Energy Production
- Topic: Power-switch setup to enable steam engines when needed
- Replies: 3
- Views: 12605
Re: Power-switch setup to enable steam engines when needed
you might be interested in a simple hysteresis setup. something like this: https://forums.factorio.com/viewtopic.php?f=193&t=32432 better then an inserter setup imho. :D just connect it to an accumulator and switch on your steam engines when they are nearly empty. If you run out of power quickly...
- Fri Nov 25, 2016 2:39 pm
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 45502
Re: Friday Facts #165 - Death by a thousand cuts
Farmtorio ofcourseDeadly-Bagel wrote:Mod request: Farmtario
- Tue Nov 15, 2016 7:47 am
- Forum: General discussion
- Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
- Replies: 91
- Views: 68151
Re: Loop vs 2-headed train network
You can't have a single track that handles a dozen trains at once efficiently when they have to backtrack both ways over the same rails. No sir, loop for me. Always. There's not even a question. Thats why I have double headers on a double track. Dead-end stations are just so much easier! And withou...
- Sun Oct 30, 2016 6:13 pm
- Forum: Combinator Creations
- Topic: Mine depletion indicators (Muliplexing/Demultiplexing by Modulo Operations)
- Replies: 15
- Views: 18925
Re: Mine depletion indicators (Muliplexing/Demultiplexing by Modulo Operations)
This is what I came up with
(I dont have blueprintstring mod)
- Mon Oct 24, 2016 7:22 am
- Forum: Combinator Creations
- Topic: Mine depletion indicators (Muliplexing/Demultiplexing by Modulo Operations)
- Replies: 15
- Views: 18925
Re: Mine depletion indicators (Muliplexing/Demultiplexing by Modulo Operations)
Acarin : I like the idea of a "running low" indicator, but I suspect your criteria might not give you quite what you're looking for. The buffer quantity fluctuates quite a bit depending on the size of the mine, location of the train, and the resource type. Acarin : If you want to pursue y...