Search found 135 matches

by leoch
Thu Jun 15, 2017 7:39 am
Forum: Resolved Problems and Bugs
Topic: [Rseding][0.15.19] Frequent crashes (LuaTrain::luaReadLocomotives)
Replies: 10
Views: 4722

Re: [0.15.19] Frequent crashes (LuaTrain::luaReadLocomotives)

The mod list should be in the log, right? All that "Loading mod ..." stuff. But I doubt that makes it very easy to debug; perhaps wait and I'll post another stack trace if it crashes again.
by leoch
Wed Jun 14, 2017 11:09 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding][0.15.19] Frequent crashes (LuaTrain::luaReadLocomotives)
Replies: 10
Views: 4722

Re: [0.15.19] Frequent crashes (LuaTrain::luaReadLocomotives)

I tripple-checked; it was a launch starting with 19 but updated to 20.

Anyway, after another 4 hours or so all seems okay...
by leoch
Wed Jun 14, 2017 7:26 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding][0.15.19] Frequent crashes (LuaTrain::luaReadLocomotives)
Replies: 10
Views: 4722

Re: [0.15.19] Frequent crashes (LuaTrain::luaReadLocomotives)

Still got a crash on 0.15.20, after about 20 min play.
factorio-current.log
(36.49 KiB) Downloaded 184 times
Edit: that says 0.15.19 in the log. Must be because I used the in-game updater. The next log says 0.15.20.
by leoch
Wed Jun 14, 2017 7:25 pm
Forum: Releases
Topic: Version 0.15.20
Replies: 29
Views: 20267

Re: Version 0.15.20

It should be called throughput not speed if it's written as 13.33/s etc. But better would be to write 800/min, then it's a nice round integer.
by leoch
Tue Jun 13, 2017 3:02 pm
Forum: Ideas and Suggestions
Topic: A handful of thoughts
Replies: 6
Views: 2256

Re: A handful of thoughts

Also I dearly miss some sophisticated storage, it can't be that the relatively early on available steel chest is already as good (storage space wise) as it gets. Cluttering whole screens with chests kind of looks dumb, at least to me. The warehouse mod is good for this. Having big storage boxes als...
by leoch
Tue Jun 13, 2017 9:38 am
Forum: Not a bug
Topic: [0.15.18] Trains with leading Fluid Wagon have low speed
Replies: 9
Views: 3448

Re: [0.15.18] Trains with leading Fluid Wagon have low speed

Hmm, but a '<EE EE> OOO OOO' train is slow in both directions, not just when going "backwards", so definitely a bug. Besides which, this much slowdown due to air resistance is ridiculous.
by leoch
Tue Jun 13, 2017 9:06 am
Forum: Resolved Problems and Bugs
Topic: [Rseding][0.15.19] Frequent crashes (LuaTrain::luaReadLocomotives)
Replies: 10
Views: 4722

[Rseding][0.15.19] Frequent crashes (LuaTrain::luaReadLocomotives)

I've had a few crashes lately — not reproducible exactly, but happened a couple of times after loading this save (just walking around).
by leoch
Tue Jun 13, 2017 1:14 am
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 23765

Re: [0.15] Automatic Coupler

Well, I've succeeded in making a nice yard with a double-ended engine moving three sets of wagons between two supply and two demand stations. Details on request (mostly hocus pocus to enable and disable stations at the right time, rather than program the whole rotation in the train schedule). Advant...
by leoch
Mon Jun 12, 2017 10:23 pm
Forum: Not a bug
Topic: [0.15.18] Trains with leading Fluid Wagon have low speed
Replies: 9
Views: 3448

Re: [0.15.18] Trains with leading Fluid Wagon have low speed

Actually, I find 42 km/h is the max speed in either direction. Moving one engine to each end fixes it (max speed > 100).
by leoch
Mon Jun 12, 2017 5:59 pm
Forum: Not a bug
Topic: [0.15.18] Trains with leading Fluid Wagon have low speed
Replies: 9
Views: 3448

Re: [0.15.18] Trains with leading Fluid Wagon have low speed

I guess that's why my fluid train is so stupidly slow :( I have a <EE EE> OOO OOO train (push/pull engine, two fluid wagons), and its top speed in one direction is 42 km/h. I'm actually using a mod which makes the capacity smaller and weight equal to a regular wagon, so I expected it to be fairly fa...
by leoch
Mon Jun 12, 2017 8:03 am
Forum: Resolved Problems and Bugs
Topic: [0.15.x] DVORAK keyboard, activates GUI during chat
Replies: 11
Views: 4554

Re: [0.15.x] DVORAK keyboard, activates GUI during chat

That does sound like a bug :?

I have no problem with Colemak myself, but then it only moves letters (relative to Qwerty). I can recommend Colemak over Dvorak if you're looking for a more comfortable keyboard layout (I tried both).
by leoch
Mon Jun 05, 2017 2:18 pm
Forum: Ideas and Suggestions
Topic: Train Entry-Condition
Replies: 18
Views: 7949

Re: Train Entry-Condition

If schedules have a "jump"/"goto" condition, better to use absolute numbers (like code lines) than relative numbers (like suggested above). But just skipping a line is probably enough. I like the idea. It would make refuelling-on-demand easy, and maybe a few other things, but isn...
by leoch
Mon Jun 05, 2017 2:08 pm
Forum: Ideas and Suggestions
Topic: propulsion power of bidirectional trains
Replies: 62
Views: 19067

Re: propulsion power of bidirectional trains

Additionally, rather than completely banning trains from running without a locomotive at it's front, there could be an option in the train timetable to specity a timetable entry as a shunt manovure. Trains cold then run in reverse, without a locomotive at the front, but at a vastly reduced speed. T...
by leoch
Fri Jun 02, 2017 6:55 pm
Forum: Combinator Creations
Topic: Logistic belt (no bots)
Replies: 0
Views: 3270

Logistic belt (no bots)

Now that logistic bots are more difficult to research, there's motivation to find alternatives. logistic-boxes.jpeg This is a belt, a big loop basically, where requested items circulate around until taken. The green wires on top are there to count items on the belt; this isn't totally necessary but ...
by leoch
Thu Jun 01, 2017 8:12 am
Forum: Ideas and Suggestions
Topic: Re-Plant Trees
Replies: 56
Views: 32234

Re: (Re)planting Trees

Yes, if we have fire to kill trees, we should also be able to plant some. But: If the pollution is too high, the young trees should die. Otherwise that would be a "too easy" strategy: First burn all trees, then replant them. If you want to know anything about forests, you should know that...
by leoch
Wed May 31, 2017 8:01 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Auto-building, train-logistic-supplied turret walls
Replies: 1
Views: 6294

Auto-building, train-logistic-supplied turret walls

These took me quite a while to get right. I think they're now 99% there. factorio-wall.jpeg The walls themselves come in three modular sections: a straight (N-S or E-W), a diagonal (NW-SE or SW-NE), and a (tiny) corner section. They are armed with ordinary turrets (here long-range version) and flame...
by leoch
Wed May 31, 2017 6:07 pm
Forum: Mods
Topic: [MOD 0.15.x] Invulnerable Rails and Poles
Replies: 4
Views: 3530

Re: [MOD 0.15.x] Invulnerable Rails and Poles

So is the 0.15 release fully functional? If so, this sounds great.
by leoch
Wed May 31, 2017 6:02 pm
Forum: Mods
Topic: [MOD 0.18] Reduced Storage
Replies: 3
Views: 2443

Re: [MOD 0.15+] Real Storage

Wow, only 1-4 stacks per container! That's a bit hard.

Really, the stack sizes would need a lot of tweaking to be more realistic; e.g. 50 assemblers per stack? It should be more like 1 per 4 or 9 stacks. But... this is a game, after all.
by leoch
Tue May 30, 2017 2:02 pm
Forum: Balancing
Topic: Gun turrent mk2
Replies: 9
Views: 3409

Re: Gun turrent mk2

I totally agree. Of course, flame turrets are kind-of a mk2 turret, if you can be bothered supplying oil to your walls. I've been using this mod for a while, and I find it quite balanced: https://mods.factorio.com/mods/Yehn/LR_Turret This one looks similar; I haven't tried it though: https://mods.fa...

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