Search found 36 matches

by Yijare
Sat Jul 13, 2019 1:47 am
Forum: News
Topic: Friday Facts #302 - The multiplayer megapacket
Replies: 39
Views: 18028

Re: Friday Facts #302 - The multiplayer megapacket

Twinsen wrote: ↑
Thu Jul 11, 2019 12:00 pm
That sounds really strange. If you think it's an issue with Factorio you can gather as much info as possible(minimal test with wireshark captures, etc) and we will look into it.
I think it's more likely an freak occourence with that particular computer.
by Yijare
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

slippycheeze wrote: ↑
Wed Jul 10, 2019 3:48 pm

Yijare, I got the impression that y'all were talking over the Internet, yes?
No.

We're talking Intraweb.
by Yijare
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...
by Yijare
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...
by Yijare
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...
by Yijare
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

bobingabout wrote: ↑
Sat Jun 29, 2019 12:31 pm
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...
by Yijare
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

bobingabout wrote: ↑
Fri Jun 28, 2019 7:35 pm
That old steel furnace looks like crap.
and still, you're using it
by Yijare
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...
by Yijare
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.
by Yijare
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
by Yijare
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.
by Yijare
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?
by Yijare
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
by Yijare
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
by Yijare
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
by Yijare
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 ...

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