Search found 713 matches

by Smarty
Sun Apr 30, 2017 4:19 pm
Forum: Off topic
Topic: The Ctrl+V Game
Replies: 218
Views: 121609

Re: The Ctrl+V Game

lemme do one aswell then

http://prntscr.com/f2kppm

My powerplant which has been rebuilt because 0.15 broke it
it produces 481MW
previously it produces around 350 something MW
by Smarty
Tue Apr 04, 2017 11:23 am
Forum: Resolved Problems and Bugs
Topic: [posila] 1000 construction robots stuck !
Replies: 15
Views: 7835

Re: 1000 construction robots stuck !

they are lot of it if you open the save. lot of them are free ! place some storage chests that will most likely fix it There are lots of empty storage chests and free slots in the roboport. It is a huge network with > 1700 roboports all connected, and I don't see any remaining ghosts anywhere on th...
by Smarty
Mon Apr 03, 2017 8:07 pm
Forum: Resolved Problems and Bugs
Topic: [posila] 1000 construction robots stuck !
Replies: 15
Views: 7835

Re: 1000 construction robots stuck !

place some storage chests that will most likely fix it
by Smarty
Tue Feb 28, 2017 6:36 pm
Forum: Not a bug
Topic: [0.14.22]Weird multiplayer performance problem
Replies: 4
Views: 1953

Re: Weird multiplayer performance problem

please provide both logs and the save
by Smarty
Tue Feb 21, 2017 6:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.30] Items lost when resetting assembling machine
Replies: 16
Views: 4909

Re: [0.12.30] Items lost when resetting assembling machine

in both cases you get the items that were in the internal buffer back but if it was crafting something while you pick it up you lose the items it was using to craft
by Smarty
Mon Feb 20, 2017 9:34 pm
Forum: Not a bug
Topic: [0.14.22] Wait until full vs removing empty wagon
Replies: 1
Views: 901

Re: [0.14.22] Wait until full vs removing empty wagon

NAB

If you remove/add a locomotive/wagon it goes into manual mode
by Smarty
Fri Feb 17, 2017 9:53 pm
Forum: Duplicates
Topic: [0.14.22] Achievements
Replies: 1
Views: 1177

Re: [0.14.22] Achievements

that is one of the flaws the achievement system has but is stated that it wont be fixed since there are always ways to get the achievements
viewtopic.php?f=58&t=28608

Wont fix
by Smarty
Fri Feb 17, 2017 9:46 pm
Forum: Resolved Problems and Bugs
Topic: [Posila] [14.22] Crash when loading specific save on: "LogisticCell::disconnectFrom"
Replies: 3
Views: 1510

Re: [0.14.22] CTD on loading game, while in vehicle

full log 0.008 2017-02-17 19:38:36; Factorio 0.14.22 (build 25342, win64, steam) 0.008 Operating system: Windows 7 Service Pack 1 0.008 Program arguments: "C:\Users\Daniel\Spiele\steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.008 Read data path: C:/Users/Daniel/Spiele/steam/steama...
by Smarty
Tue Jan 31, 2017 7:42 pm
Forum: Off topic
Topic: Turbo train
Replies: 1
Views: 1432

Turbo train

me and my buddy got bored because the FARL is so slow so we decided to upgrade it a bit :D

Image
by Smarty
Mon Jan 16, 2017 5:01 pm
Forum: General discussion
Topic: switch from .14 to .15 - savegame compatibility
Replies: 29
Views: 25530

Re: switch from .14 to .15 - savegame compatibility

actually im going to sticky it for other people who have questions about switching to another version
by Smarty
Thu Jan 05, 2017 4:07 pm
Forum: Pending
Topic: logfile posting
Replies: 2
Views: 1339

Re: logfile posting

0.010 2017-01-05 16:55:27; Factorio 0.14.21 (build 25327, win64, steam) 0.010 Operating system: Windows 7 Service Pack 1 0.010 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.010 Read data path: C:/Program Files (x86)/Steam/steamapps/comm...
by Smarty
Thu Jan 05, 2017 12:51 pm
Forum: Technical Help
Topic: Map download never finishes [14.5] headless windows
Replies: 89
Views: 62719

Re: Map download never finishes [14.5] headless windows

Hello. Same problem here. Headless server and user is on latest 0.14.21. Other users didn't have any problem with initial connection to server (but from time to time have problems with desyncs - other story) but I can not normally connect to server: I need restart Factorio one-ten-twenty times befo...
by Smarty
Sun Jan 01, 2017 5:04 pm
Forum: Off topic
Topic: Happy new year Factorians !
Replies: 4
Views: 2050

Re: Happy new year Factorians !

Merged

Happy new year
by Smarty
Sun Jan 01, 2017 11:19 am
Forum: News
Topic: Friday Facts #171 - So long 2016
Replies: 37
Views: 23340

Re: Friday Facts #171 - So long 2016

Happy New Year! Factorio is a gift that keeps on giving. I've bought it 4 or 5 times for friends over the years :) I'm guessing this is the new logistic bot graphic? Looks more differentiated from the construction bot now, which is nice: New_Logistic_Bots.png Can't wait for .15 in 2017! That is the...
by Smarty
Sun Jan 01, 2017 11:02 am
Forum: Technical Help
Topic: Joining MP over a 4g LTE network
Replies: 3
Views: 2304

Re: Joining MP over a 4g LTE network

I think it fails because of the 4g LTE network your friend uses. Factorio uses NAT punching to create a port and keeps it active with periodic keepalive packets explained here https://www.factorio.com/blog/post/fff-143 Now i did a quick google on 4g nat punching and found this. http://stackoverflow....
by Smarty
Sun Jan 01, 2017 10:52 am
Forum: Duplicates
Topic: 0.14.21 regenerate_entities and miners
Replies: 1
Views: 1100

Re: 0.14.21 regenerate_entities and miners

Not a Bug That's a side effect of an optimization done for mining drills and will be staying that way. Once the drill runs out of things to mine it is shut off so it doesn't consume CPU time needlessly on the extremely low chance that ore is spawned under it. https://forums.factorio.com/viewtopic.ph...
by Smarty
Fri Dec 30, 2016 4:44 pm
Forum: Not a bug
Topic: Autotrash issue
Replies: 2
Views: 993

Re: Autotrash issue

prg is correct. The game crafts 2 transport belts. Unless you can show that there is something else im moving it to not a bug
by Smarty
Fri Dec 30, 2016 11:34 am
Forum: Not a bug
Topic: [13.6] Construction robots take long to respond (too many open jobs) MR
Replies: 21
Views: 16968

Re: [0.13.6] Personal Roboport delay before bots repond.

Would it be practical to put player expectations in check by adding the out-of-range ghost count similar to the missing robot/supplies notification? If it's clear there's a large list to work through the behavior could be less surprising. That would require much more cpu power to check through all ...

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