Search found 135 matches
- 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.
- 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...
Anyway, after another 4 hours or so all seems okay...
- 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.
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.
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.
- 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.
- Tue Jun 13, 2017 9:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding][0.15.19] Frequent crashes (LuaTrain::luaReadLocomotives)
- Replies: 10
- Views: 4722
- 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...
- 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.
- 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).
- 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...
- 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).
- 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...
- 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).
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).
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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.
- 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.
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.
- 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...