Search found 187 matches
- Sun Jul 14, 2019 8:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.54] Crash when saving a single train loop with one signal
- Replies: 3
- Views: 2745
Re: [kovarex] [0.17.54] Crash when saving a single train loop with one signal
Excellent, thank you!
- Thu Jul 04, 2019 10:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.54] Crash when saving a single train loop with one signal
- Replies: 3
- Views: 2745
Re: [0.17.54] Crash when saving a single train loop with one signal
Weirdly, if you place the signal before the stop, or if you place signals on both sides of the stop, the crash doesn't happen. The crash only happens when the signal is immediately after the stop and there are no other signals on the loop.
- Thu Jul 04, 2019 10:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.54] Crash when saving a single train loop with one signal
- Replies: 3
- Views: 2745
[kovarex] [0.17.54] Crash when saving a single train loop with one signal
Playing marathon deathworld, I (finally!) started building a train for uranium. I built a loop with a single signal, planning to go build the other side next, and the game crashed when trying to save it. Attached is the log file and a save game from just before the crash. If you place a signal immed...
- Fri Jun 28, 2019 6:45 am
- Forum: Ideas and Suggestions
- Topic: grenade vertical acceleration
- Replies: 10
- Views: 3943
Re: grenade vertical acceleration
There's already an arc on the inserter arm as they go from the belt to the grey bottle assembler.. What more do you need?
- Thu May 09, 2019 9:03 pm
- Forum: General discussion
- Topic: Image to lamp blueprint converter
- Replies: 0
- Views: 2080
Image to lamp blueprint converter
I built a webpage which converts images to blueprints of lamps. http://angledluffa.com/factorio_lamps It will automatically reduce the image to 90xXX or XXx90 where XX is proportional, unless you specify otherwise. Note that the default number of pixels produces a blueprint of up to 8000 lamps for s...
- Thu May 02, 2019 4:53 am
- Forum: Not a bug
- Topic: [0.17.34] Max wire length appears inconsistent
- Replies: 2
- Views: 735
Re: [0.17.34] Max wire length appears inconsistent
Thank you, that is a succinct explanation of where my assumptions were false. It even makes sense. Of course the wire can start from the SE corner and stretch to the NW corner, for example, instead of always having to touch the same location on the object. In my defense, the graphics do show them al...
- Wed May 01, 2019 3:47 pm
- Forum: Not a bug
- Topic: [0.17.34] Max wire length appears inconsistent
- Replies: 2
- Views: 735
[0.17.34] Max wire length appears inconsistent
I laid out a 12x12 grid of lamps and measured how far green wires could stretch between the lamps. One corner could connect to a lamp 10 lamps to the left. It could also connect to a lamp 10 to the left and 1 down, for a length of sqrt(101) = ~10.0499. It could not connect to a lamp 10 to the left a...
- Fri Apr 19, 2019 9:54 pm
- Forum: Gameplay Help
- Topic: How much of the map "exists" without exploring?
- Replies: 2
- Views: 818
Re: How much of the map "exists" without exploring?
Excellent, thank you!
Found a giant lake which explains why the SE never saw any biters. Everywhere else is two laser turrets deep with flamethrowers sprinkled in, and 1/4th of the wall is just sitting there wondering what the big fuss is about
Found a giant lake which explains why the SE never saw any biters. Everywhere else is two laser turrets deep with flamethrowers sprinkled in, and 1/4th of the wall is just sitting there wondering what the big fuss is about
- Thu Apr 18, 2019 8:08 pm
- Forum: Gameplay Help
- Topic: How much of the map "exists" without exploring?
- Replies: 2
- Views: 818
How much of the map "exists" without exploring?
I have a reasonably large base (3K SPM) where I haven't fully explored the pollution cloud. I don't want to drastically increase the size of the save file or hurt the UPS. Is it safe to explore the entire pollution cloud without affecting either of those parameters? My guess is yes, but I don't know...
- Tue Apr 16, 2019 8:50 pm
- Forum: Ideas and Suggestions
- Topic: More color options for lamps
- Replies: 6
- Views: 2570
Re: More color options for lamps
That second one is perfect, actually! Would love to see that in the base game.
In fact, it was just updated. Thanks for pointing it out to me.
In fact, it was just updated. Thanks for pointing it out to me.
- Tue Apr 16, 2019 5:18 pm
- Forum: Ideas and Suggestions
- Topic: More color options for lamps
- Replies: 6
- Views: 2570
More color options for lamps
TL;DR Add colors such as Orange or Purple to the signal network and to the colors implemented by lamps. What ? Currently there are 9 color signals: red pink blue cyan green yellow white grey black. However, the last two are not recognized at all by lamps. Furthermore, white has a significantly diff...
- Sat Apr 13, 2019 11:30 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.xx] Toggle Network Bots
- Replies: 2
- Views: 984
Re: [0.17.xx] Toggle Network Bots
An example of when this would be useful is when you have a large base with roboports to repair the outer wall, but not connected to the main base. If you work on an outpost or even just clear out a forest near the defensive wall, the construction bots in the area will pick stuff up and possibly have...
- Wed Apr 10, 2019 6:32 pm
- Forum: Modding help
- Topic: How to kill all biters, spawners, and worms?
- Replies: 4
- Views: 1453
Re: How to kill all biters, spawners, and worms?
Thanks, that's pretty thorough! I further tested the scanning method with debug output on, and at most it was adding 1ms to the updates. Maybe that's not the worst. It does handle situations like RSO or other mods which change the biter spawning algorithm. Doesn't matter how the biters were spawned ...
- Mon Apr 08, 2019 10:16 pm
- Forum: Modding help
- Topic: How to kill all biters, spawners, and worms?
- Replies: 4
- Views: 1453
Re: How to kill all biters, spawners, and worms?
Update: I tried setting max_probabilities=0.0 for the prototypes in data.raw, and that didn't seem to work either.
- Mon Apr 08, 2019 9:41 pm
- Forum: Modding help
- Topic: How to kill all biters, spawners, and worms?
- Replies: 4
- Views: 1453
How to kill all biters, spawners, and worms?
I'm trying to update BitersBegone after the mod author said she doesn't have time to do so herself. The mod has two pieces: kill all biters on install, and prevent new biters from forming. The old method of killing all biters works fine: for _, surface in pairs(game.surfaces) do for _, entity in pai...
- Sat Apr 06, 2019 8:04 pm
- Forum: Technical Help
- Topic: Couldn't establish network communication with server - 17.25
- Replies: 2
- Views: 695
Re: Couldn't establish network communication with server - 17.25
I can connect if I convert my game to Steam. Is there a communication issue between steam and non-steam installs in version 17?
- Sat Apr 06, 2019 7:16 pm
- Forum: Technical Help
- Topic: Couldn't establish network communication with server - 17.25
- Replies: 2
- Views: 695
Couldn't establish network communication with server - 17.25
My friends and I have been trying to play online, but I can't connect to their server. It gives me the error in the title: Couldn't establish network communication with server. In addition, in the public game browser, I'm unable to ping their server. I can play on LAN with other groups, and I can se...
- Mon Apr 01, 2019 7:01 pm
- Forum: Technical Help
- Topic: 0.17.23 Windows Downloads Broken
- Replies: 1
- Views: 616
Re: 0.17.23 Windows Downloads Broken
Having the same issue. Getting 404 when trying to download.
- Tue Mar 26, 2019 4:05 pm
- Forum: Releases
- Topic: Version 0.17.19
- Replies: 22
- Views: 13847
Re: Version 0.17.19
So... don't download 17.19?
- Sat Mar 16, 2019 5:03 am
- Forum: Gameplay Help
- Topic: Circuit Network and storing values for accumulator display
- Replies: 4
- Views: 4007
Re: Circuit Network and storing values for accumulator display
I like it. Way too big, but that's part of the fun