Search found 414 matches
- 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...
- 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
- 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:
They really can move stuff around. I especially like the fact it's easily possible to have them fill both sides of the belt:
- 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 )
- 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...
- Fri Feb 13, 2015 3:12 pm
- Forum: Implemented Suggestions
- Topic: longer underground belts
- Replies: 5
- Views: 2943
Re: longer underground belts
yup. The first time I used underground pipes it felt like easy modehoho 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.
- 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.
You can find them using the "search" functionality of this forum.
- Fri Feb 13, 2015 12:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [10.12] Crash saving when harddisk full
- Replies: 5
- Views: 2036
- 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:My bad.dee- wrote:did you prefix the command with "/c " in the console?
In earlier versions it did work without /c
- 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?
- 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...
- 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
No it is not. It's Rivatuner.Kalabint wrote:Hello, yes its MSI Afterburner.
- 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...
- 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...
- 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...
- 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...
- Mon Feb 09, 2015 5:25 pm
- Forum: General discussion
- Topic: level.dat format
- Replies: 8
- Views: 9375
Re: level.dat format
one more downbarkface 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).
- 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.
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.
- 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" ?
- 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
do point 3 above to refill toolbarrorror wrote:thats annoying that that is possible.
because even your "locked" items are poped out.