I think it's more likely an freak occourence with that particular computer.
Search found 36 matches
- Sat Jul 13, 2019 1:47 am
- Forum: News
- Topic: Friday Facts #302 - The multiplayer megapacket
- Replies: 39
- Views: 18028
- Thu Jul 11, 2019 11:12 am
- Forum: News
- Topic: Friday Facts #302 - The multiplayer megapacket
- Replies: 39
- Views: 18028
Re: Friday Facts #302 - The multiplayer megapacket
No.slippycheeze wrote: βWed Jul 10, 2019 3:48 pm
Yijare, I got the impression that y'all were talking over the Internet, yes?
We're talking Intraweb.
- Wed Jul 10, 2019 11:58 am
- Forum: News
- Topic: Friday Facts #302 - The multiplayer megapacket
- Replies: 39
- Views: 18028
Re: Friday Facts #302 - The multiplayer megapacket
It does apply to the small scale since the big packet can still be generated, but the bug it's self is very rare, hence it only realistically shows with 200 players. Also with less players it's easy for the server and the clients to 'absorb' the bandwidth spike. So it's possible your problem got fi...
- Tue Jul 09, 2019 10:55 pm
- Forum: News
- Topic: Friday Facts #302 - The multiplayer megapacket
- Replies: 39
- Views: 18028
Re: Friday Facts #302 - The multiplayer megapacket
If Factorio had 14 million active players and about as many years of legacy code, it might now move quite so fast. :) Yes, but actually no. Blizz has removed myrriads of lines from the code with cataclysm. effectively making them reverse engeneer thier classic mode because 'classic' wow just simply...
- Mon Jul 01, 2019 9:44 pm
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 26406
Re: Friday Facts #301 - Crash site: First state
Sure it looks like crap, but it breaks things up so you don't have a dozen different entities that all look the same. thats a problem you'll have with every 'tier' of teh same kind of machine... indeed, but it's a different kind of machine entirely, which is why I wanted something different than &q...
- Sun Jun 30, 2019 1:23 am
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 26406
Re: Friday Facts #301 - Crash site: First state
thats a problem you'll have with every 'tier' of teh same kind of machine...bobingabout wrote: βSat Jun 29, 2019 12:31 pmSure it looks like crap, but it breaks things up so you don't have a dozen different entities that all look the same.
- Sat Jun 29, 2019 11:20 am
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 26406
Re: Friday Facts #301 - Crash site: First state
and still, you're using it
- Fri Jun 21, 2019 3:32 pm
- Forum: News
- Topic: Friday Facts #300 - Special edition
- Replies: 49
- Views: 24150
Re: Friday Facts #300 - Special edition
So, 300 FFF in and we still dont have defeated the Persians...
- Fri Jun 07, 2019 4:33 pm
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 51951
Re: Friday Facts #297 - New resource icons
The new icons just look out of place and if they belong to another game. when looking in the alt view, the icons on bots an/or chest just look horrendous.
- Thu Mar 07, 2019 5:49 pm
- Forum: Not a bug
- Topic: [0.17.7] Every third stack inserter misses items from blue belt
- Replies: 14
- Views: 4646
Re: [0.17.7] Every third stack inserter misses items from blue belt
just a tought on this... maybe the Inserters are fast enough in 0.16 because the belts were slower, so the inserter can't grab all, because the belt moves to fast.
the solution to this has been stated multiple times.
and i'd call that unintended behavior
the solution to this has been stated multiple times.
and i'd call that unintended behavior
- Fri Nov 23, 2018 8:51 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 103786
Re: [MOD 0.16] Bulk Rail Loaders
yeah, and my english is broken, sorry bout that.
- Fri Nov 23, 2018 10:00 am
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 103786
Re: [MOD 0.16] Bulk Rail Loaders
I think its save to assume that a back-port to 0.15 is high impossible?
also, claybricks aer not considered load-able, right?
also, claybricks aer not considered load-able, right?
- Tue Apr 03, 2018 11:22 am
- Forum: News
- Topic: Friday Facts #236 - Building a rollup
- Replies: 63
- Views: 42353
Re: Friday Facts #236 - Building a rollup
Train Setup's somewhat messy but I like how it shows how it dont have to be perfect for it
- Sun Oct 15, 2017 1:41 pm
- Forum: Angels Mods
- Topic: Angel's refining 8.1 breaks
- Replies: 4
- Views: 1673
Re: Angel's refining 8.1 breaks
ah, so i just missed something.
thank you angel.
and I just have another question.. do your mods disable the waterjump-jacks from bobs? just currious
thank you angel.
and I just have another question.. do your mods disable the waterjump-jacks from bobs? just currious
- Sun Oct 15, 2017 3:44 am
- Forum: Angels Mods
- Topic: Angel's refining 8.1 breaks
- Replies: 4
- Views: 1673
Re: Angel's refining 8.1 breaks
no, i did not use them
- Sat Oct 14, 2017 10:48 pm
- Forum: Angels Mods
- Topic: Angel's refining 8.1 breaks
- Replies: 4
- Views: 1673
Angel's refining 8.1 breaks
Hello, maybe not the best thing to post as a first -a nd mybe I'm getting the whoole thing wrong. But with the new version of Refining (updated from 7.26 to 8.1) all ore patches are litterally gone. and YARM keeps freaking out if i load an old world. I have bobore's installed, as well as the whoole ...