Search found 414 matches

by dee-
Sat Feb 14, 2015 11:46 am
Forum: Resolved Problems and Bugs
Topic: [0.11.15] Crash, unknown why
Replies: 4
Views: 1484

[0.11.15] Crash, unknown why

Due to problems with autosave I disabled it and played for around three hours (with some intermediate manual saves). Then suddenly it crashed - unexpected to me. I was mining some run-dry extractors and their belts on a copper field into inventory, nothing unusual, and I've done this some minutes be...
by dee-
Sat Feb 14, 2015 2:23 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 540278

Re: Let's see your clever builds

and you can't use filter inserters
by dee-
Sat Feb 14, 2015 1:24 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 540278

Re: Let's see your clever builds

Holy Moly!

They really can move stuff around. I especially like the fact it's easily possible to have them fill both sides of the belt:

Image
by dee-
Sat Feb 14, 2015 1:08 am
Forum: News
Topic: Friday Facts #73 - Minds versus bytes.
Replies: 63
Views: 43555

Re: Friday Facts #73 Minds versus bytes.

Just make sure all new game buildings are perfectly rotate-able (remember turret-gate :mrgreen: )
by dee-
Sat Feb 14, 2015 12:44 am
Forum: Resolved Problems and Bugs
Topic: [0.11.15] Dysync related to exosuit and 32bit versus 64bit
Replies: 7
Views: 2069

Re: [0.11.15] Dysync related to exosuit and 32bit versus 64b

Fixed for 0.11.16. I had to go quite deep to find the problem, and I don't really understand the solution, but it works now. For the curious ones, this is how the fix looks: float result = this->getPrototype()->runningSpeed; if (Armor* armor = this->getArmor()) - result *= (1 + armor->grid.getMovem...
by dee-
Fri Feb 13, 2015 3:12 pm
Forum: Implemented Suggestions
Topic: longer underground belts
Replies: 5
Views: 2943

Re: longer underground belts

hoho wrote:I would think the current lenght has been chosen as-is specifically to force players to be a bit smarter in their designs so they can't just "skip" stuff on the way with underground belts.
yup. The first time I used underground pipes it felt like easy mode :D
by dee-
Fri Feb 13, 2015 2:28 pm
Forum: Implemented Suggestions
Topic: longer underground belts
Replies: 5
Views: 2943

Re: longer underground belts

There are some mods that change the standard length of the underground belts if you feel the game's original belts are too short for you.
You can find them using the "search" functionality of this forum.
by dee-
Fri Feb 13, 2015 11:59 am
Forum: Gameplay Help
Topic: Console command to check evolution?
Replies: 3
Views: 3785

Re: Console command to check evolution?

knightofrust wrote:
dee- wrote:did you prefix the command with "/c " in the console?
My bad.
;)

In earlier versions it did work without /c
by dee-
Fri Feb 13, 2015 10:55 am
Forum: Gameplay Help
Topic: Console command to check evolution?
Replies: 3
Views: 3785

Re: Console command to check evolution?

did you prefix the command with "/c " in the console?
by dee-
Fri Feb 13, 2015 10:49 am
Forum: Gameplay Help
Topic: Confused over some tips (Boilers and Steam engine), and more
Replies: 4
Views: 1689

Re: Confused over some tips (Boilers and Steam engine), and

Yup, this was also new to me, I always had an inserter feeding the burner inserter to have the backup operable in the case of power blackout. And yes, the initial fuel has to be added to the burner inserter, either by player or another inserter. After that the burner inserter has enough fuel to refu...
by dee-
Fri Feb 13, 2015 9:32 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 540278

Re: Let's see your clever builds

Kalabint wrote:Hello, yes its MSI Afterburner.
No it is not. It's Rivatuner.
by dee-
Fri Feb 13, 2015 9:24 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 540278

Re: Let's see your clever builds

This overlay is from RivaTuner. It is also used by MSI Afterburner and other programs. http://cdn.overclock.net/3/3d/500x1000px-LL-3ddc4c62_afterburnerarticle1.jpeg Here's a link that shows how you can use RivaTuner's OSD with data from Afterburner and Hwinfo: link So if you say the dude saying it's...
by dee-
Wed Feb 11, 2015 11:47 am
Forum: Not a bug
Topic: [0.11.15] upon update, some inserter stopped working
Replies: 7
Views: 3428

Re: [0.11.15] upon update, some inserter stopped working

So the question is: should AMs be "greedy", that is, fill all input slots to the max when given the chance, or "lazy", that is, as long as the output slot is full go into suspend, ignoring all inputs and stop manufacturing (actually there is an additional output slot: the current...
by dee-
Wed Feb 11, 2015 10:49 am
Forum: Resolved Problems and Bugs
Topic: [0.11.15] Factorio has stopped working
Replies: 24
Views: 7858

Re: [0.11.15] Factorio has stopped working

Well, the stacktrace isn't helpful in this case, I'm trying to get some recapitulation. Does it crash when you have autosave off? Yesterday I left it running with the factory producting many different items for storage, trains running around, drones flying. It did not crash and ran along but it had...
by dee-
Mon Feb 09, 2015 5:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.15] Map suddenly black
Replies: 11
Views: 9147

Re: [0.11.15] Map suddenly black

just to get a translation here, is "1 / 0 magic" the same as "wontfix" ? It means: Might fix if we know more about the problem. Or when we get convinced it is not magic but something fixable. Huzzah! http://i.imgur.com/kJuya0G.gif Will keep my eyes open and report back in case I...
by dee-
Mon Feb 09, 2015 5:25 pm
Forum: General discussion
Topic: level.dat format
Replies: 8
Views: 9375

Re: level.dat format

barkface wrote:The game version could actually be the very first thing. Assuming uint16, the first 12 bytes spell out 0 11 15 for my recent saves, and 0 11 10 for an old one I had lying around (could easily have been 0.11.10).
one more down Image
by dee-
Mon Feb 09, 2015 4:44 pm
Forum: General discussion
Topic: level.dat format
Replies: 8
Views: 9375

Re: level.dat format

AFAICT the format is still WIP.
For example there has been a major data redesign (float -> fixed int) some weeks ago.

Somewhere in the header must also be the game version that created the save as older game versions refuse to open newer savegames and can tell which game version created the save.
by dee-
Mon Feb 09, 2015 4:39 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.15] Map suddenly black
Replies: 11
Views: 9147

Re: [0.11.15] Map suddenly black

just to get a translation here, is "1 / 0 magic" the same as "wontfix" ?
by dee-
Mon Feb 09, 2015 4:25 pm
Forum: Not a bug
Topic: [0.11.15] Miss click press, ARG empty toolbelt
Replies: 5
Views: 2626

Re: [0.11.15] Miss click press, ARG empty toolbelt

rorror wrote:thats annoying that that is possible.

because even your "locked" items are poped out.
do point 3 above to refill toolbar

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