Search found 106 matches

by db48x
Sat May 20, 2017 4:47 am
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18052

Re: [MOD][WIP .15] High Voltage 0.0.5 : Energy over distance

Continuing to be excellent images! Yeah, the roboport should just push some of the limitations the mod makes you work around :D Short reply as I have to be off - could you post the save file so I can check what exactly slows it down? Evidently I never got to a base this large. I am not sure what co...
by db48x
Sat May 20, 2017 3:41 am
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18052

Re: [MOD][WIP .15] High Voltage 0.0.5 : Energy over distance

Pro tip: plan ahead for where you're going to put your roboport network. You can see in this screenshot that we didn't; we had to extend some of our networks a few tiles to reach. Sometimes it was no trouble, other times it was a puzzle. I discovered that the 30-tile range is not from the furthest p...
by db48x
Fri May 12, 2017 3:33 am
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18052

Re: [MOD][WIP .15] High Voltage 0.0.3 : Energy over distance

Indeed, I can see how the existing mechanics would limit you here. It's already pretty impressive! I think what's most weird about this situation is that if the "power box" is a control unit for the power producers (perfectly reasonable), then it's odd that all of the consumers must be wi...
by db48x
Fri May 12, 2017 12:24 am
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18052

Re: [MOD][WIP .15] High Voltage 0.0.3 : Energy over distance

Oh, that is very nice to see! The multiple power lines running out of an energy centre is exactly what I was thinking of, making this. Did you find this adds something interesting to the gameplay? Possibly. It remains to be seen whether this is too many steam engines for the 8 things we're hooking ...
by db48x
Thu May 11, 2017 4:59 am
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18052

Re: [MOD][WIP .15] High Voltage 0.0.3 : Energy over distance

This is indeed an interesting mod. One odd thing about it is that the location of the "power box" (needs a better name) doesn't have to be anywhere near the power source. In fact, you can have power consumers in between the power source and the distribution box, on the same wiring! An exam...
by db48x
Thu May 11, 2017 3:43 am
Forum: Resolved Problems and Bugs
Topic: [15.10] Desync loop upon joining game
Replies: 9
Views: 3695

[15.10] Desync loop upon joining game

I got stuck in a desync loop this evening while joining a game. I'd been in the game before, but had been away for a while. We have some mods: Bottleneck 0.7.1 Enhanced Map Colors 1.4.1 Even Distribution 0.1.0 FARL 1.0.1 GDIW 0.15.2 High Voltage 0.3.0 Nixie Tubes 0.15.14 Progressive Running 1.0.14 P...
by db48x
Fri May 05, 2017 6:37 pm
Forum: Mods
Topic: [0.17] Even Distribution
Replies: 52
Views: 42246

Re: [0.15] Even Distribution

Thanks. It hasn't crashed yet!
by db48x
Thu May 04, 2017 6:09 pm
Forum: Mods
Topic: [0.17] Even Distribution
Replies: 52
Views: 42246

Re: [0.15] Even Distribution

I was just running along laying a belt and it fast-replaced a tile of belt going the opposite direction.

Code: Select all

Error while running event even-distribution::on_player_cursor_stack_changed (ID 29)
__even-distribution__/scripts/distribute.lua:90: attempt to index local 'entity' (a nil value)
by db48x
Fri Apr 28, 2017 7:33 pm
Forum: Not a bug
Topic: [0.15.x] rechart slower than in 0.14.x
Replies: 5
Views: 1476

Re: [0.15.x] rechart slower than in 0.14.x

Oh, you're saying that the game is supposed to rechart a fixed number of chunks per tick, but that in 0.14 it actually recharted a fixed number of chunks per tick per player? That would seem to fit your explanation.
by db48x
Fri Apr 28, 2017 7:22 pm
Forum: Not a bug
Topic: [0.15.x] rechart slower than in 0.14.x
Replies: 5
Views: 1476

Re: [0.15.x] rechart slower than in 0.14.x

If the speed no longer varies based on the player count, why is a 7x slowdown expected?
by db48x
Tue Feb 21, 2017 8:27 am
Forum: General discussion
Topic: Challenge: Build the fastest glider (and win something!)
Replies: 72
Views: 36677

Re: Challenge: Build the fastest glider (and win something!)

This is harder than it looks; my glider just crashed the game.
by db48x
Wed Aug 17, 2016 3:29 am
Forum: Mods
Topic: [Mod 0.13.x] Visible Bots 0.4.0
Replies: 17
Views: 30365

Re: [Mod 0.12.x] Visible Bots 0.4.0

I couldn't find a version of this mod which had been updated for Factorio versions >= 0.13, so I did it myself.
by db48x
Thu Apr 14, 2016 1:35 am
Forum: Not a bug
Topic: 404 error when downloading 0.12.30
Replies: 2
Views: 4015

Re: 404 error when downloading 0.12.30

Actually, I got a 404 from the browser first, then tried poking it with wget. (Also, some of my computers don't have web browsers. I guess I could use links.)
by db48x
Thu Apr 14, 2016 12:24 am
Forum: Not a bug
Topic: 404 error when downloading 0.12.30
Replies: 2
Views: 4015

404 error when downloading 0.12.30

 wget https://www.factorio.com/get-download/0.12.30/alpha/linux64 --2016-04-13 17:20:11-- https://www.factorio.com/get-download/0.12.30/alpha/linux64 Resolving www.factorio.com (www.factorio.com)... 23.23.251.172, 54.225.194.111, 54.235.195.92 Connecting to www.factorio.com (www.factorio.com)|23.23...
by db48x
Sun Apr 10, 2016 11:17 pm
Forum: Mods
Topic: [MOD 0.12.x] Finite Water
Replies: 63
Views: 56747

Re: [MOD 0.12.x] Finite Water

You'll need to report that in the bug reporting forum; it's crashing in the lua interpreter.
by db48x
Sun Apr 03, 2016 11:27 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.x] [Hanziq] train plans a self-intersecting route
Replies: 9
Views: 6098

Re: train plans a self-intersecting route

Hmm. You know the lengths of the blocks and the length of the train. If a block in the route is reserved twice, or is the block the train is currently in, then add up the lengths of the blocks between these two endpoints and compare it to the length of the train? On the other hand, I just thought of...
by db48x
Sat Apr 02, 2016 1:44 am
Forum: Multiplayer
Topic: Multiplayer - One Person ruins it
Replies: 4
Views: 1876

Re: Multiplayer - One Person ruins it

The actual time difference won't matter, but the distance can if it creates lag. Try increasing the "lag" setting when the host starts the game. Obviously having less lag is more desirable, but this setting is somewhat confusing. It doesn't set how much lag there will be, only how much lag...
by db48x
Fri Apr 01, 2016 6:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.x] [Hanziq] train plans a self-intersecting route
Replies: 9
Views: 6098

[0.14.x] [Hanziq] train plans a self-intersecting route

This is going to be a fairly rare problem, but I hope you fix it regardless. I was playing a multiplayer game the other night, riding a train out to the hinterlands to bring in some more ore. The game had several mods, including the FARL, but as mods cannot to my knowledge modify the train behavior,...
by db48x
Fri Apr 01, 2016 6:45 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.29] [Ondra] In crafting queue, clicking a stack resets timer
Replies: 7
Views: 3943

Re: In crafting queue, clicking a stack resets timer

Yes, but if the queue has too many items in it, then the user will want to cancel some of them without interrupting the progress on the current one (especially with items that take longer to craft). In fact I noticed this just the other day when I was crafting some roboports; they take ages so I was...
by db48x
Mon Mar 21, 2016 5:22 am
Forum: Not a bug
Topic: colors misaligned while streaming
Replies: 2
Views: 1476

Re: colors misaligned while streaming

That's certainly a problem with the stream, though not one I've ever seen before. Because of the offset, you can see the chroma subsampling very clearly, which is actually rather cool. It's hard to see, but the yellow is offset like all the rest of the color. Yellow and gray are hard to tell apart (...

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