Search found 337 matches

by roy7
Tue Jun 16, 2015 10:57 pm
Forum: News
Topic: Friday Facts #81 - Chain signals
Replies: 43
Views: 43111

Re: Friday Facts #81 - Chain signals

That makes total sense. I somehow got fixated on chains tying to the later normal signals and didn't even consider they also work as standard signals, if the block in front of them is blocked then they go red like normal. Thanks. :)
by roy7
Tue Jun 16, 2015 4:03 am
Forum: Gameplay Help
Topic: A Detailed Look at a Bidirectional Three-way Train Intersection
Replies: 11
Views: 40533

Re: A Detailed Look at a Bidirectional Three-way Train Intersection

What language is your program written in? I was guessing Java but wanted to be sure. :)
by roy7
Tue Jun 16, 2015 3:48 am
Forum: News
Topic: Friday Facts #81 - Chain signals
Replies: 43
Views: 43111

Re: Friday Facts #81 - Chain signals

You have a train depot with 3 platforms for unloading. There are 2 tracks coming and you connect them vise-versa. You have something like this: DEPOT S S S | | | |\|/| \ V / V V | | C C | | INCOMING S= Normal Signal C = Chain Signal | \ / V = Tracks If any of the S ignals is Green, the C hains also...
by roy7
Fri Jun 05, 2015 8:47 pm
Forum: News
Topic: Friday Facts #89 Timetables
Replies: 82
Views: 60065

Re: Friday Facts #89 Timetables

Looking at them though, it struck me that we still have only one tier of them. Shouldn't we have several, of several techlevels, like with other things? Yellow, red, blue, for example. We only have yellow now. More turret options are planned for 0.13, but we had to start by consolidating the existi...
by roy7
Fri May 15, 2015 4:16 pm
Forum: General discussion
Topic: What kind of PC do I need?
Replies: 27
Views: 10568

Re: What kind of PC do I need?

With the massive optimizations coming, it sounds like this won't be a concern any more. :)
by roy7
Tue May 12, 2015 5:39 pm
Forum: Show your Creations
Topic: Water capacitor
Replies: 22
Views: 43992

Re: Water capacitor

Additionally, if you hook up your bases main power supply to the central electric pole (instead of the two solar panels) this setup becomes an on demand power supply, useful for bug attacks. When your power consumption exceeds production, the whole assembly turns on The best way to do that is to co...
by roy7
Fri May 08, 2015 3:34 pm
Forum: News
Topic: Friday Facts #85 - Sales Stats
Replies: 49
Views: 38894

Re: Friday Facts #85 - Sales Stats

FishSandwich wrote:I think the "MP Effect?" label is more likely to have been Zisteau and Arumba's influence.
Indeed, they and Quill18 and likely some other larger streamers/youtuber's I don't follow probably resulted in a lot of sales when they did their first video series.
by roy7
Wed Apr 22, 2015 5:21 pm
Forum: News
Topic: Friday Facts #82 - Optimisations
Replies: 58
Views: 45121

Re: Friday Facts #82 Optimisations

Yes. The goal is to make it playable even with 1s latency. However the latency hiding won't be perfect. This involves some dirty internal tricks, therefore we decided to go for most common actions. Things like moving, building, mining, etc. They will be (unless there is a collision) instantaneous. ...
by roy7
Sat Feb 21, 2015 4:53 pm
Forum: Not a bug
Topic: [0.11.16] Crash with OBS preview
Replies: 3
Views: 2354

Re: [0.11.16] Crash with OBS preview

Not a new issue: https://forums.factorio.com/forum/viewtopic.php?f=29&t=4868&p=37156 Ah okay I looked over recent bug reports and didn't see anything but didn't try doing a full search. Since the crashing just started for me (I was able to stream prior versions without issue) I assumed it w...
by roy7
Sat Feb 21, 2015 2:22 pm
Forum: Not a bug
Topic: [0.11.16] Crash with OBS preview
Replies: 3
Views: 2354

[0.11.16] Crash with OBS preview

If I have the game running, load OBS, and go to my Factorio stream template and do Preview Stream, Factorio immediately crashes. Crash log attached. I've streamed in the past without problems. Edit: As a workaround, OBS doing Window Capture seems fine. Previously I was using Game Capture, which caus...
by roy7
Fri Feb 20, 2015 2:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.16] Error after autoupdate
Replies: 3
Views: 1296

Re: [0.11.16] Error after autoupdate

Great, thanks. :)
by roy7
Thu Feb 19, 2015 11:18 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.16] Error after autoupdate
Replies: 3
Views: 1296

[0.11.16] Error after autoupdate

When game was reloading after auto update, it tossed up the crash dialog and asked me to upload this log file. However the game did load all the way to menu and loads fine when I load it fresh.
by roy7
Thu Feb 12, 2015 4:08 pm
Forum: Pending
Topic: [0.11.10] [slpwnd] MP game froze
Replies: 9
Views: 10548

Re: [0.11.10] [slpwnd] MP game froze

slpwnd wrote:Please see the update at https://forums.factorio.com/forum/vie ... =29&t=7464

Thanks. I believe you meant 11.15 in your post though, not 11.5.
by roy7
Wed Feb 04, 2015 7:02 pm
Forum: Releases
Topic: Version 0.11.14
Replies: 38
Views: 44239

Re: Version 0.11.14

I dont know why but in every version of factorio i first need to connect to a friend and then leave so he can connect to me as long as i didn't connect to them they cant connect to me and turning my antivirus and firewall off doesn't help and i also cant connect to 1 of my other friends so he cant ...
by roy7
Sat Jan 31, 2015 3:25 pm
Forum: News
Topic: Friday Facts #71 - To the stars
Replies: 61
Views: 44992

Re: Friday Facts #71 To the stars

I would personally like an end game that makes me want to keep building larger and larger. Maybe the space port is just a way to ship back huge expensive items to the home world. So your score is how much you can export per minute.
by roy7
Wed Jan 14, 2015 6:07 am
Forum: General discussion
Topic: Belt rebalancer is not your friend
Replies: 23
Views: 25279

Re: Belt rebalancer is not your friend

This thread is brilliant. I just discovered it. Thank you for doing these tests and providing all of the examples and images.
by roy7
Tue Jan 13, 2015 10:24 pm
Forum: Releases
Topic: Version 0.11.11
Replies: 36
Views: 43959

Re: Version 0.11.11

jakobeng1303 wrote:so is the problem with inserters from other mods a mod problem, or a problem of the game?
Some settings were changed. The mods need updated. Check the prior release thread for the required changes.
by roy7
Tue Jan 13, 2015 7:59 pm
Forum: Pending
Topic: [0.11.10] [slpwnd] MP game froze
Replies: 9
Views: 10548

Re: [0.11.10] MP game froze at autosave

OBAMA MCLAMA wrote:This sounds exactly like zoomy glitch, Can you guys zoom?

My related bug report> https://forums.factorio.com/forum/vie ... f=7&t=7311
Sounds like the same problem.
by roy7
Tue Jan 13, 2015 4:58 pm
Forum: Pending
Topic: [0.11.10] [slpwnd] MP game froze
Replies: 9
Views: 10548

Re: [0.11.10] MP game froze at autosave

In a situation where time stops and the user interface still works, is there any debugging console commands or something I can do to assist?

Go to advanced search