Search found 413 matches

by dee-
Mon Feb 09, 2015 4:03 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.15] Map suddenly black
Replies: 11
Views: 8511

[0.11.15] Map suddenly black

A search turned up nothing so here goes. This happened a handful of times: http://i.imgur.com/0UJ8vNw.png The overview map is completely black, also the minimap. Overlays like pollution, trains and stations are visible. After some time and after some running around the map reappears sometimes block ...
by dee-
Sat Feb 07, 2015 1:55 pm
Forum: Not a bug
Topic: [0.11.14] 10k of solar panels cause the game to lag
Replies: 11
Views: 5035

Re: [0.11.14] 10k of solar panels cause the game to lag

there are three debug views: F5, F6 and F7 with F7 being the most detailed
you can configure what you see in each view with F4
by dee-
Sat Feb 07, 2015 9:10 am
Forum: Resolved Problems and Bugs
Topic: [0.11.15] [kovarex] Could sleep more
Replies: 9
Views: 2928

Re: [0.11.15] [kovarex] Could sleep more

kovarex wrote:So thanks for the report, it is now fixed for 0.11.16
changelog wrote: Fixed that transport belts built by the construction robots were not deactivated properly.
You're most welcome ^^
by dee-
Sat Feb 07, 2015 8:14 am
Forum: Mods
Topic: [MOD 0.11.x][WIP] Sensors 0.0.5
Replies: 9
Views: 11066

Re: [MOD 0.11.x][WIP] Sensors 0.0.1

Hi there :) I'm not sure about the "speed item". Inserters can (currently) only react to one item so it would have to be either the desired item or the speed item which to me does not offer much. Then it would be better to have two separate rails, one that detects only on standing trains/w...
by dee-
Sat Feb 07, 2015 8:07 am
Forum: General discussion
Topic: Best way to clear forest?
Replies: 9
Views: 4754

Re: Best way to clear forest?

deconstruction bots. They not only raze it down in seconds, they also transport the wood into storage boxes to have it buuuurned :twisted:
by dee-
Sat Feb 07, 2015 8:02 am
Forum: Not a bug
Topic: [0.11.15] Inserters not unloading from wagon
Replies: 4
Views: 1940

Re: [0.11.15] Inserters not unloading from wagon

But the "reach box" of the inserters is bigger than the "collision box" of the wagon as inserters have an arm and can reach further than the plain hitbox. Maybe a second hitbox, one for reach and one for collision checks, could help? (major reworks ;) ) It also does not explain w...
by dee-
Sat Feb 07, 2015 7:48 am
Forum: Not a bug
Topic: [0.11.15] Inserters not unloading from wagon
Replies: 4
Views: 1940

[0.11.15] Inserters not unloading from wagon

Eventhough it looks like the wagon should be in reach for the inserters they aren't interested in the wagon. The wagon was placed by hand and it's easy to see that some inserters are not reaching for the wagon while others do. http://i.imgur.com/RptEkyj.png Edit: another screenshot. http://i.imgur.c...
by dee-
Fri Feb 06, 2015 11:37 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Smart Rail which senses Cargo Wagon contents
Replies: 8
Views: 5536

Re: [Request] Smart Rail which senses Cargo Wagon contents

Totally awesome!
Amazed how quick you did it

Gave the mod a very short test-ride, see the mod's page.
by dee-
Fri Feb 06, 2015 11:36 pm
Forum: Mods
Topic: [MOD 0.11.x][WIP] Sensors 0.0.5
Replies: 9
Views: 11066

Re: [MOD 0.11.x][WIP] Sensors 0.0.1

I gave it a quick test before hopping to bed :) It detected the train passing over it, sent the signal over the red wire to a remote smart inserter which was told to transfer items from one box into another if more than 1 wood (the fuel) is detected. And the second the locomotive drove over the rail...
by dee-
Fri Feb 06, 2015 7:18 pm
Forum: Show your Creations
Topic: Heads up biters, it's an invasion
Replies: 10
Views: 12076

Re: Heads up bitters, it's an invasion

It's full of red :shock:

What are the straight thin red edges? Some sort of radar/view range artifact?
by dee-
Thu Feb 05, 2015 7:00 pm
Forum: Ideas and Suggestions
Topic: Fire (and other emergency) Minio^D^D^D^D^D uhm Robots
Replies: 2
Views: 1343

Re: Fire (and other emergency) Minio^D^D^D^D^D uhm Robots

_aD wrote:Disasters toolbar menu ->Godzilla
*roar*
Ah the memories.
Exactly my first thoughts. Aah, Simcity 1 :)
I had the image already in google.....
by dee-
Thu Feb 05, 2015 11:27 am
Forum: Spread the Word
Topic: Worth a buy video about this game.
Replies: 5
Views: 15094

Re: Worth a buy video about this game.

Your goal is to become a lazy basta*d
:lol:
by dee-
Thu Feb 05, 2015 9:53 am
Forum: Resolved Problems and Bugs
Topic: [0.11.15] [kovarex] Could sleep more
Replies: 9
Views: 2928

Re: [0.11.15] Could sleep more

Btw, I just noticed, that belts built by construction robots are not asleep, could it be the way you built them? Hmyeah, that's possible. Normally I tinker around a bit, blueprint it, raze everything and have robots rebuild the plans in a more compact fashion. Sounds plausible. For example the belt...
by dee-
Thu Feb 05, 2015 9:27 am
Forum: Resolved Problems and Bugs
Topic: [0.11.15] [kovarex] Could sleep more
Replies: 9
Views: 2928

Re: [0.11.15] Could sleep more

Here is a recent savegame of the world.

As I can't check right now if the effect is visible in this savegame (it should), please give me a short reply if you can see it.
by dee-
Wed Feb 04, 2015 10:01 pm
Forum: General discussion
Topic: Nuclear energy
Replies: 2
Views: 1458

Re: Nuclear energy

Hello AnarCon!

You seem to be new here, that's great - the more the merrier :)

You could perhaps try the search funtionality of the forum. There have already been several implementations/attempts to bring other energy sources into the game.
by dee-
Wed Feb 04, 2015 9:57 pm
Forum: General discussion
Topic: Recycleing
Replies: 3
Views: 2620

Re: Recycleing

Hmm.. maybe someone knows? And if you don't want to recycle but just get those leftovers away seek no further. :)
by dee-
Wed Feb 04, 2015 9:51 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.15] [kovarex] Could sleep more
Replies: 9
Views: 2928

[0.11.15] [kovarex] Could sleep more

*yawn* yeah, I really could. :| Okay, this is maybe not strictly about a bug but just simply optimizing potential, but maybe it is. All around are passive belts (those with the red circles) but there are some belts that are doing nothing but are active (no red circle) while they could be set to pass...
by dee-
Wed Feb 04, 2015 8:32 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.15] Factorio has stopped working
Replies: 24
Views: 6919

Re: [0.11.14] Factorio has stopped working

Well, I'm sorry for the drag, but it will take two more releases to see the crash :( The current update uses the old binary, so it doesn't work properly When testing it today, I realised, that the debug information isn't properly prepared when the updating binary (the one that crashes) is used, I f...
by dee-
Wed Feb 04, 2015 8:25 pm
Forum: Modding help
Topic: about modding : new tutorials
Replies: 7
Views: 3629

Re: about modding : new tutorials

+rep because making tutorials is a lot of work and needs dedication while giving so much back to the community. Many thanks! :)
by dee-
Wed Feb 04, 2015 12:19 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Smart Rail which senses Cargo Wagon contents
Replies: 8
Views: 5536

Re: [Request] Smart Rail which senses Cargo Wagon contents

Yeah, 0.12. ... Another pack of bug fixes, none of them related to multiplayer yet . :shock: seems like we get a couple more releases before they touch the logistics part (no problem with this, things simply take time). Let's see how the Combinator will turn out. Any concepts on this? So I think my ...

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