Search found 413 matches

by dee-
Thu Mar 12, 2015 6:49 am
Forum: Pending
Topic: [0.11.17][kovarex] crash in d3d flip
Replies: 14
Views: 12616

Re: [0.11.17] Crash, pre-save?

These are my settings:

ImageImage

Anything I should try to modify?
by dee-
Wed Mar 11, 2015 10:08 am
Forum: Pending
Topic: [0.11.17][kovarex] crash in d3d flip
Replies: 14
Views: 12616

Re: [0.11.17] Crash, pre-save?

So, let's be honest :) - SAPPHIRE HD 6950 2GB GDDR5 dual BIOS, reference design - Accelero Twin Turbo PRO aftermarket cooler (their site does not mention the compatibility but it is to reference cards, example ) - unlocked shaders to 6970 without flashing a 6970 bios or changing the 6950's VRAM driv...
by dee-
Wed Mar 11, 2015 8:47 am
Forum: Pending
Topic: [0.11.17][kovarex] crash in d3d flip
Replies: 14
Views: 12616

Re: [0.11.17] Crash, pre-save?

The crash was in the DirectX part of the game, so I have really no idea what could it be. Is it reproducible? Does it happen even when you lower the graphics I have several times witnessed crashes on "d3d_flip_display". Will post a screenshot of the display settings later, but they're not...
by dee-
Wed Mar 11, 2015 6:54 am
Forum: Implemented Suggestions
Topic: Blueprints: Mirror/flip
Replies: 97
Views: 51157

Re: Blueprints: Mirror/flip

Ah, someone else already has a request for mirroring blueprints so no new thread needed.

+1 to blueprint mirror/flip and bump
by dee-
Tue Mar 10, 2015 7:10 pm
Forum: Pending
Topic: [0.11.17][kovarex] crash in d3d flip
Replies: 14
Views: 12616

[0.11.17][kovarex] crash in d3d flip

I'm innocent, I swear! No, I have no clue what went wrong. I think is was time for an autosave, so it might be an just-about-to-save-crash. http://i.imgur.com/5xanrJl.png 438061.888566 Info Logger.cpp:153: 2015-03-10 19:51:04; Factorio 0.11.17 (Build 13721, win64) 438061.888649 Info Logger.cpp:157: ...
by dee-
Tue Mar 10, 2015 6:04 pm
Forum: Energy Production
Topic: Oil Power Plants, reliable way of making electricity.
Replies: 42
Views: 63348

Re: Oil Power Plants, reliable way of making electricity.

Here is one design that does not use advanced oil processing and therefore does not need water, just oil. It's not as efficient as the advanced oil ones but can be used in locations where no water is around. The output is mostly balanced: one side 2 fuel/light oil, the other side 1 fuel/heavy oil + ...
by dee-
Tue Mar 10, 2015 3:48 pm
Forum: General discussion
Topic: So...why do people build on top of ore deposits so often?
Replies: 11
Views: 6264

Re: So...why do people build on top of ore deposits so often?

For me? Losing one or two ore fields is not as important as having a non-structurized, cludgy factory. Moving plates from somewhere else to the factory is usually a non-issue.
by dee-
Tue Mar 10, 2015 12:38 pm
Forum: Energy Production
Topic: Oil Power Plants, reliable way of making electricity.
Replies: 42
Views: 63348

Re: Oil Power Plants, reliable way of making electricity.

Using extendable design was a must, however, i found after some production, it was useless to extend due bottle neck (belt, etc), so yeah,.still much to learn... To be fair, I rarely see designs with extensability in mind in the screenshots posted in this forum, so I assume everyone has his own ide...
by dee-
Tue Mar 10, 2015 12:18 pm
Forum: Energy Production
Topic: Oil Power Plants, reliable way of making electricity.
Replies: 42
Views: 63348

Re: Oil Power Plants, reliable way of making electricity.

Well, then you'll maybe like this :) The blueprints are however a little outdated and don't have the current optimizations and some small fixes implemented (the cracking bps are missing pipes, nothing someone can't fix). Also many bps from my "repository" are missing on that page, but... i...
by dee-
Tue Mar 10, 2015 12:15 pm
Forum: Minor issues
Topic: [0.11.17] game locks on manual save
Replies: 21
Views: 19621

Re: [0.11.17] game locks on manual save

Is there a reason at all to use junction points and not symlinks for nonsytem things?
by dee-
Tue Mar 10, 2015 12:02 pm
Forum: Energy Production
Topic: Oil Power Plants, reliable way of making electricity.
Replies: 42
Views: 63348

Re: Oil Power Plants, reliable way of making electricity.

Oh, i misinterpret your sentence when you said you want extendable design. I thought you were going to expand the refineries when it's only dealing with two 0.1/s depleted oil well....hehe... Sorry.. With "extendable" I meant you can stack more of these blocks with blueprints together and...
by dee-
Tue Mar 10, 2015 10:25 am
Forum: Energy Production
Topic: Oil Power Plants, reliable way of making electricity.
Replies: 42
Views: 63348

Re: Oil Power Plants, reliable way of making electricity.

If you remove one light oil chemical plant (like in the original post), you even can make a smaller one (18 tiles wide). With 0.1/s, i don't think using 2 light oil chemical plant was very useful. (since the original post is dealing with 2 depleted oil well) It does not have to be a "0.1/s onl...
by dee-
Fri Mar 06, 2015 10:08 am
Forum: General discussion
Topic: Endgame concerns[POLL]
Replies: 46
Views: 18404

Re: Endgame concerns[POLL]

My current expectation is you make 20 iterations through endgame ship designs, find one that works, add some buffer and have a finished ship layout that will work every time for every game you will play. But as I'm a pessisistic realist I'm usually wrong because I'm missing the obvious escape plan t...
by dee-
Sun Mar 01, 2015 11:08 am
Forum: News
Topic: Friday Facts #75 - False hopes
Replies: 34
Views: 35914

Re: Friday Facts #75 - False hopes

As Factorio's behaviour is specifically designed to be deterministic you won't have to send every position and state of everything to all clients - those clients can calculate for themselves where all the items are on any future time chosen. So say you have a massive factory with tens of thousands i...
by dee-
Thu Feb 26, 2015 3:53 pm
Forum: News
Topic: Friday Facts #74 - The brainstorming
Replies: 106
Views: 64490

Re: Friday Facts #74 - The brainstorming

For the record - I thank everyone for disagreeing with my post and point out my concerns are not valid - because what's better than invalid concerns? :D
by dee-
Sun Feb 22, 2015 10:28 pm
Forum: Not a bug
Topic: [0.11.16] Picking up line of transport belts over ore patch
Replies: 8
Views: 3096

Re: [0.11.16] Picking up line of transport belts over ore pa

Of course it is a bug. A bug is something that doesn't work according to specification. Factorio probably doesn't have a specification, but since this no sane specification would have this behavior, then it is fair to call it a bug. Not a bug. Right click means "mine", see the control set...
by dee-
Sun Feb 22, 2015 7:29 pm
Forum: News
Topic: Friday Facts #74 - The brainstorming
Replies: 106
Views: 64490

Re: Friday Facts #74 - The brainstorming

It is a good thing you are not a game developer...with that attitude, you would throw out every idea and would be stuck looking at a windows desktop. :lol: Might be easier to make a leap of faith and realize that the developers of Factorio are not fucking idiots. ;) :lol: Touché ;) I am running Win...
by dee-
Sun Feb 22, 2015 5:50 pm
Forum: Mods
Topic: [MOD 0.12.x] More Light - Bigger light radius
Replies: 17
Views: 57055

Re: [Mod 0.11.x] More Light - Bigger light radius

from the wiki:

Code: Select all

game.alwaysday = true -- the day time is set to noon and it stays there forever
by dee-
Sun Feb 22, 2015 5:48 pm
Forum: Mods
Topic: [MOD 0.10.x] Robocharge - Robot Charging Station
Replies: 42
Views: 39268

Re: [MOD 0.10.x] Robocharge - Robot Charging Station

from the wiki:

Code: Select all

game.alwaysday = true -- the day time is set to noon and it stays there forever
by dee-
Sun Feb 22, 2015 8:41 am
Forum: Resolved Problems and Bugs
Topic: [0.11.16] [Linux] binary is not set executable
Replies: 4
Views: 1154

Re: [0.11.16] [Linux] binary is not set executable

Gandalf wrote:then change it.
chmod +700 factorio/bin/x64/factorio
I'm sure he knows how to do this, just that the +x flag should already be set inside the tar. I agree.

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