Search found 778 matches

by Boogieman14
Sun Sep 14, 2014 10:40 pm
Forum: Ideas and Suggestions
Topic: Suggestion about inserters
Replies: 8
Views: 3918

Re: Suggestion about inserters

I like. I've occasionally wondered why inserters could only do that 180 thing and no 90 degree insertions. Also, lane selection would be nice.
by Boogieman14
Sat Sep 13, 2014 7:14 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.10] Deconstruction planner doesn't show robot reach
Replies: 1
Views: 2806

[0.10.10] Deconstruction planner doesn't show robot reach

I wasn't entirely sure if this is a bug report or a feature request, but since this is an inconsistency compared to other robot-related commands, I'm reporting it as a bug :)

While blueprints and construction of roboports and logistics chests all show the coloured hightlight of the roboport's ...
by Boogieman14
Fri Sep 12, 2014 9:14 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.10] Pipe-to-ground object missing health bar
Replies: 1
Views: 2529

[0.10.10] Pipe-to-ground object missing health bar

Biters took a bite out of a pipe-to-ground object during an earlier attack, but I only found out about it once it got in range of a roboport and started complaining about missing construction bots. It didn't show a green or yellow health bar underneath.

Image
by Boogieman14
Fri Sep 12, 2014 8:43 pm
Forum: Resolved Problems and Bugs
Topic: Factorio crashes upon installing updates
Replies: 25
Views: 11253

Re: Factorio crashes upon installing updates

I'm experiencing a crash when updating from 0.10.9 to 0.10.10 as well.

22:36:45 Info None: 2014:09:12; Factorio 0.10.9 (Build 10689, win64)
22:36:45 Warning Mods: Filename of mod C:/Users\Andre\AppData\Roaming\Factorio\mods\CleanPipes.zip is deprecated, should be CleanPipes_0.0.2.zip
22:36:45 ...
by Boogieman14
Fri Sep 12, 2014 9:52 am
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 93640

Re: [MOD 0.10.2] Automatic Rail Laying Machine

It appears to go wrong as soon as you manually place some diagonal track. In a quick testrun, I was able to build a decent length piece of track (and destroy a few biter spawners in the process), but things would go bad as soon as I tried to build a branch line (changing direction because I ran into ...
by Boogieman14
Fri Sep 12, 2014 12:41 am
Forum: Off topic
Topic: You know you play Factorio too much when...
Replies: 168
Views: 356498

Re: You know you play Factorio too much when...

...you're trying to navigate through a text document using wasd
by Boogieman14
Fri Sep 12, 2014 12:39 am
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 93640

Re: [MOD 0.10.2] Automatic Rail Laying Machine

Does anyone else have this problem of machine lying 2x as many diagonal straight rails as it is supposed to and bugging out getting stuck?


Yeah, I'm running into the same issue. I suspect something's going wrong with the detection of track being present. I've been staring at the lua for half an ...
by Boogieman14
Thu Sep 11, 2014 9:10 pm
Forum: Pending
Topic: [0.10.9][kovarex] Ambient music volume control
Replies: 4
Views: 5336

Re: [0.10.9][kovarex] Ambient music volume control

Well, I guess especially coming from one of the more atmospheric tracks, haluzsqua appears rather loud. Perhaps that's what gave me the idea. Looks like this was a case of picnic (problem in chair, not in computer). Thanks for looking into it.
by Boogieman14
Thu Sep 11, 2014 4:36 pm
Forum: Pending
Topic: [0.10.9][kovarex] Ambient music volume control
Replies: 4
Views: 5336

Re: [0.10.9][kovarex] Ambient music volume control

I'm on a Windows 7 x64 machine (Realtek HD on-board sound card).

I did have a bit of a closer listen, and changing ambient volume does seem to have an immediate effect (it's a bit hard to tell with the music pausing for the menu), but the next track still sounds quite a lot louder. This might also ...
by Boogieman14
Thu Sep 11, 2014 4:26 pm
Forum: Resolved Problems and Bugs
Topic: [All versions] [kovarex] Removing walls above resources
Replies: 50
Views: 40469

Re: Removing walls above resources

I was about to make a post on this same suggestion, so instead I'll just +1 it :)
by Boogieman14
Thu Sep 11, 2014 11:17 am
Forum: Gameplay Help
Topic: help with trains
Replies: 6
Views: 3390

Re: help with trains

You're probably placing the rail stops on the wrong side of the track.

Check out MangledPork's tutorial, this very problem is discussed starting from around 16 minutes: https://www.youtube.com/watch?v=XSGYSbEPpbM

(if that isn't it, you'll need to supply more information :) )
by Boogieman14
Wed Sep 10, 2014 10:17 pm
Forum: Pending
Topic: [0.10.9][kovarex] Ambient music volume control
Replies: 4
Views: 5336

[0.10.9][kovarex] Ambient music volume control

A very minor issue: It would appear that changes to the Ambient volume slider only take effect after the currently playing track finishes. No idea how complicated this fix would be, but as quick and slightly unclean workaround, perhaps force a restart of the ambient track whenever that slider gets ...
by Boogieman14
Wed Sep 10, 2014 2:28 pm
Forum: Not a bug
Topic: [0.10.9] splitter priority when joining
Replies: 18
Views: 12577

Re: [0.10.9] splitter priority when joining

kovarex wrote: But how long do you wait? And once you wait you limit the throughout of the splitter.
How about no waiting, but simply checking both inputs in turn? If an item isn't readily available, just forward an item from the other input.
by Boogieman14
Wed Sep 10, 2014 2:15 pm
Forum: Show your Creations
Topic: My spawn point is an Island (40h gameplay). [now with save]
Replies: 15
Views: 15809

Re: My spawn point is an Island (40h gameplay). Want a Bridg

since so many people asked, I would like to post the seed of the map, but at the moment I have no idea whare I can do that. I've read something about map exchange strings in the changelog, but when I google them I get to the changelog. So any advice would be helpful.

Assuming you're using 0.10.x ...
by Boogieman14
Mon Sep 08, 2014 5:50 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.9][kovarex] Game Crash
Replies: 2
Views: 1307

Re: [0.10.9][kovarex] Game Crash

Cool, glad I could contribute in making this great game even better :)
by Boogieman14
Mon Sep 08, 2014 2:00 pm
Forum: General discussion
Topic: change name.
Replies: 2
Views: 1580

Re: change name.

Once you purchase the highest level, you can set the desired name on your profile page (of the main site). So your username is independent of the in-game 'thank you' name (although you may still want the name change if you want your in-game recognition linked to your forum name ;) )
by Boogieman14
Mon Sep 08, 2014 12:14 pm
Forum: Ideas and Suggestions
Topic: Locomotive as portable electric generator
Replies: 0
Views: 1784

Locomotive as portable electric generator

So we have these diesel locomotives (which also run on wood or coal :shock: ). While nothing is specified about this, in the real world most high-speed diesel locomotives are in fact a combination of diesel-powered electric generators and electric traction motors. Given the speeds our Factorio ...
by Boogieman14
Sun Sep 07, 2014 1:12 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.9][kovarex] Game Crash
Replies: 2
Views: 1307

[0.10.9][kovarex] Game Crash

In my current game, I'm experiencing a reproducable crash.

Download link for the save: https://www.dropbox.com/s/ye4pkt0x3t8xi57/boogieman14_autosave2.zip?dl=0
Download link for my current set of mods: https://www.dropbox.com/s/k5ehrs8clejmwim/boogieman14_mods.zip?dl=0

At first I thought it was ...

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