Search found 209 matches

by SupplyDepoo
Fri Feb 23, 2018 3:03 pm
Forum: Maps and Scenarios
Topic: Multiplayer Individual Starting Spawns Scenario (0.17 Update)
Replies: 31
Views: 26468

Re: Multiplayer Individual Starting Spawns Scenario

Is there an option to generate ores and trees in a more natural, semi-random style?
by SupplyDepoo
Fri Feb 23, 2018 12:07 am
Forum: Desyncs with mods
Topic: [0.16.25] Desync joining someone in Oarc scenario
Replies: 0
Views: 868

[0.16.25] Desync joining someone in Oarc scenario

I joined an Oarc server (no mods) and clicked to join the host's spawn, then desynced.

I was able to reconnect and play.
by SupplyDepoo
Thu Feb 22, 2018 3:05 pm
Forum: Ideas and Suggestions
Topic: Increase blueprint label length limit from 45 to 100
Replies: 3
Views: 1103

Increase blueprint label length limit from 45 to 100

The new text limit is too prohibitive. I like to add some comments or tips to blueprint names, like expected inputs, output rate, potential flaws/warnings, combinator settings help, credit to people, and other tags to for filtering the blueprint library. Before 0.16 I even had a few empty blueprints...
by SupplyDepoo
Thu Feb 15, 2018 11:12 pm
Forum: Ideas and Suggestions
Topic: Grabbing fuel from burner inserters
Replies: 3
Views: 1051

Grabbing fuel from burner inserters

It would be useful and not break anything. It might make early game a bit easier but it would allow more intricate designs.

Image is self-explanatory.
by SupplyDepoo
Fri Feb 02, 2018 10:07 am
Forum: Resolved Problems and Bugs
Topic: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing
Replies: 68
Views: 30731

Re: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing

Great! I'm cancelling all of my plans for this week.

It works!!!!! Thank you so much!

⚙ BEST DEVS EVER! ⚙
by SupplyDepoo
Tue Jan 23, 2018 12:09 pm
Forum: Resolved Problems and Bugs
Topic: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing
Replies: 68
Views: 30731

Re: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing

Alright. Thanks for trying. My two most favorite games have abandoned 10.9 now (first SC2, now Factorio). Oh well, I'm due for an upgrade this year anyway. Guess I'll have to read a good book in the meantime, and Friday Facts!
by SupplyDepoo
Tue Jan 23, 2018 11:01 am
Forum: Resolved Problems and Bugs
Topic: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing
Replies: 68
Views: 30731

Re: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing

0.16.18: crashing at 89% on loading screen again. Process: factorio [1263] Path: /Applications/factorio.app/Contents/MacOS/factorio Identifier: com.factorio Version: 0.16.18 (0.16.18) Code Type: X86-64 (Native) Parent Process: launchd [161] Responsible: factorio [1263] User ID: 501 Date/Time: 2018-0...
by SupplyDepoo
Mon Jan 22, 2018 9:18 pm
Forum: Resolved Problems and Bugs
Topic: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing
Replies: 68
Views: 30731

Re: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing

Now I get an unexpected error when launching Factorio. Here is the factorio-current.log: 0.000 2018-01-22 21:09:48; Factorio 0.16.17 (build 35127, mac, alpha) 0.000 Operating system: OS X 10.9.5 0.000 Program arguments: "/Applications/factorio.app" 0.000 Error CrashHandler.cpp:419: Receive...
by SupplyDepoo
Wed Jan 10, 2018 5:32 pm
Forum: Resolved Problems and Bugs
Topic: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing
Replies: 68
Views: 30731

Re: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing

It gets past the loading screen now but it crashes when I try to load or start a new game. Process: factorio [22295] Path: /Applications/factorio.app/Contents/MacOS/factorio Identifier: com.factorio Version: 0.16.16 (0.16.16) Code Type: X86-64 (Native) Parent Process: launchd [160] Responsible: fact...
by SupplyDepoo
Mon Dec 04, 2017 9:18 am
Forum: Resolved Problems and Bugs
Topic: [15.40] Crash on startup: EXC_BREAKPOINT (SIGTRAP), macOS 10.9.5
Replies: 3
Views: 2288

[15.40] Crash on startup: EXC_BREAKPOINT (SIGTRAP), macOS 10.9.5

Game quits unexpectedly every time at 98% on the loading screen since I updated 0.15.36 to 0.15.40. No mods installed. factorio-current.log: 0.000 2017-12-04 09:08:52; Factorio 0.15.40 (build 30950, mac, alpha) 0.000 Operating system: Mac OS X 10.9.5 0.000 Program arguments: "/Applications/fact...
by SupplyDepoo
Tue Oct 10, 2017 5:49 pm
Forum: Duplicates
Topic: Inserters can remove items from beacons.
Replies: 5
Views: 1802

Re: Inserters can remove items from beacons.

This is not a bug. Modules can be removed from beacons just like fuel from boilers or science packs from labs. Although I've never seen anyone do it, you could have a system to switch from speed modules to efficiency modules when power is low. Could be better than shutting down production lines enti...
by SupplyDepoo
Fri Oct 06, 2017 1:18 pm
Forum: Ideas and Suggestions
Topic: Small enhancement for train schedule circuit conditions
Replies: 0
Views: 578

Small enhancement for train schedule circuit conditions

Nevermind. I changed my mind and I think this is a bad suggestion. Archived for future reference. Hey, devs! I have a very small suggestion, but it may be easy to implement, so please hear me out. It's possible to set a circuit condition like "Everything = 0" or "A = B" in train...
by SupplyDepoo
Thu Oct 05, 2017 4:49 pm
Forum: Duplicates
Topic: [0.15.35] Circuit wire connections to existing rail signals
Replies: 3
Views: 1373

Re: [0.15.35] Circuit wire connections to existing rail signals

Loewchen wrote:51191
I don't think that's quite the same issue. That's about circuit network settings and it's more of a feature change request. This is about wire connections and behavior that's inconsistent with other entities, so more like an actual bug.
by SupplyDepoo
Thu Oct 05, 2017 4:34 pm
Forum: Duplicates
Topic: [0.15.35] Circuit wire connections to existing rail signals
Replies: 3
Views: 1373

[0.15.35] Circuit wire connections to existing rail signals

Couldn't fit a more precise description in the title. Blueprinted circuit network wire connections are not applied when overlapping with existing rail signals. This is inconsistent with the behavior of power poles and combinators. 1. Place two rail signals after each other. 2. Connect with red or gr...
by SupplyDepoo
Tue Sep 26, 2017 5:38 pm
Forum: Ideas and Suggestions
Topic: Custom alert enhancements
Replies: 0
Views: 492

Custom alert enhancements

1. There should be an option to show custom alerts (from programmable speakers) as separate buttons, instead of grouped with all other custom alerts. Alerts that have the same icon and text should always be grouped regardless. 2. When there are multiple alerts grouped in one button, it should show t...
by SupplyDepoo
Tue Sep 26, 2017 2:28 pm
Forum: Ideas and Suggestions
Topic: Nuclear Reactor & Heat Exchanger missing effects
Replies: 6
Views: 3266

Nuclear Reactor & Heat Exchanger missing effects

I was standing in my nuclear power plant and noticed that there's no clear way to tell if my heat exchangers were actually working. I have a large steam buffer, and one of my custom alarms warned me that it was running low. In a panic I checked the heat exchangers and saw 1.7 steam in each of them, ...
by SupplyDepoo
Tue Sep 19, 2017 2:36 pm
Forum: News
Topic: Friday Facts #208 - Tips and tricks improvement
Replies: 58
Views: 22113

Re: Friday Facts #208 - Tips and tricks improvement

I'm saying that the game has almost all of the useful information in it and that players don't have to rely on external sources. Not at all? It's a summary of what you said. If it doesn't line up with what you meant then you should reword it because that's how it comes across. It is much more your ...
by SupplyDepoo
Tue Sep 19, 2017 8:49 am
Forum: News
Topic: Friday Facts #208 - Tips and tricks improvement
Replies: 58
Views: 22113

Re: Friday Facts #208 - Tips and tricks improvement

So to summarize: Don't put useful information in the game. Instead force players to rely on external internet resources. Your summary is %&$#. I'm saying that the game has almost all of the useful information in it and that players don't have to rely on external sources. I'm not saying that the...
by SupplyDepoo
Mon Sep 18, 2017 3:29 pm
Forum: News
Topic: Friday Facts #208 - Tips and tricks improvement
Replies: 58
Views: 22113

Re: Friday Facts #208 - Tips and tricks improvement

I think the tips & tricks system is fine. I don't want nagging loading screen or main menu tips. We don't need tutorials for every little thing. A screenshot and one sentence is enough to explain many things. We don't need a full-blown wiki in the game. Just use the wiki we have already. Coming ...

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