Search found 413 matches
- Mon Feb 02, 2015 3:42 pm
- Forum: Not a bug
- Topic: How much crashing is normal?
- Replies: 12
- Views: 3819
Re: How much crashing is normal?
I'm willing to run a testbuild which creates tons of logs, popups, etc. I just hope they have placed log.info() calls all over the place 
- Mon Feb 02, 2015 3:28 pm
- Forum: Not a bug
- Topic: How much crashing is normal?
- Replies: 12
- Views: 3819
Re: How much crashing is normal?
Hmm, have you tried to uninstall and do a fresh reinstall? Can you post system specs? Since autosave is related maybe it's a disk space issue? System spec: - AMD Phenom II X6 - 8 GiB DDR3 RAM - OS partition + games partition on SSD Crucial M4 128 GB with more than 50% free on both - no dirty stuff ...
- Mon Feb 02, 2015 3:13 pm
- Forum: Not a bug
- Topic: How much crashing is normal?
- Replies: 12
- Views: 3819
Re: How much crashing is normal?
YesFishSandwich wrote:You're talking about these logs?dee- wrote:Sadly there's nothing in the log and no debug information available, it just "stopped responding" and gets closed by Windows.
- Mon Feb 02, 2015 3:06 pm
- Forum: Not a bug
- Topic: How much crashing is normal?
- Replies: 12
- Views: 3819
Re: How much crashing is normal?
I'm running 0.11.13 vanilla without mods (however I installed once the Resource Monitor and the Fat Controller, but I removed them again) It's crashing every few minutes :/ Especially when it's autosaving. So I disabled autosave and everything was fine for a much longer period, then it crashed again...
- Mon Feb 02, 2015 2:56 pm
- Forum: Not a bug
- Topic: How much crashing is normal?
- Replies: 12
- Views: 3819
How much crashing is normal?
Hi there. I want to get feedback about how many crashes per hour are considered "normal". Mind you, this isn't meant as a flame - I fully accept it is a game in very early development and sometimes frequent crashes just are part of alpha, even beta - so no disrespect, I'm just curious. :)
- Mon Feb 02, 2015 2:50 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 141473
- Mon Feb 02, 2015 12:12 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 141473
Re: Count to 1,000,000
93 is the physician's right angle 
- Sun Feb 01, 2015 4:53 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Modular Extensible PnP Factory
- Replies: 76
- Views: 150334
Re: Modular Extensible PnP Factory
I have seen those blueprint importers/exporters and really would like to add bp-strings for convenience. However last thing I know is there are some blueprint issues, like rotation of train tracks is not respected, underground belts don't connect, etc. This and the unknown state of those mods regard...
- Sun Feb 01, 2015 3:18 pm
- Forum: F.A.R.L
- Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
- Replies: 171
- Views: 145191
Re: [0.11.11+] FARL 0.1.5 (Rail Layer)
Place a station with a single track where you want the automatic track placer to end, name the station as you want it to be, start FARL and select the station by name or from a list, off yer go. Position and orientation comes from the station as they have a direction when tracks are left/right of t...
- Sun Feb 01, 2015 2:57 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Just a trash bin 1.0.0
- Replies: 5
- Views: 13160
Re: [MOD 0.11.x] Just a trash bin 1.0.0
cute
and useful
- Sun Feb 01, 2015 2:54 pm
- Forum: F.A.R.L
- Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
- Replies: 171
- Views: 145191
Re: [0.11.11+] FARL 0.1.5 (Rail Layer)
Other ideas how it could work are highly appreciated Place a station with a single track where you want the automatic track placer to end, name the station as you want it to be, start FARL and select the station by name or from a list, off yer go. Position and orientation comes from the station as ...
- Sat Jan 31, 2015 1:08 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Modular Extensible PnP Factory
- Replies: 76
- Views: 150334
Re: Modular Extensible PnP Factory
Oh... I changed the image hoster. Do they show up now?MrSlehofer wrote:some of the pics doesn't work
- Sat Jan 31, 2015 1:05 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Modular Extensible PnP Factory
- Replies: 76
- Views: 150334
Re: Modular Extensible PnP Factory
Blueprints Here are some of my blueprints :o ;) This catalog is not complete by far. Fluid storage This storage helps buffering or bunkering four of the seven fluids. Why only four? Well, because there is not enough space for the others ;) and because the others don't need buffering: - Water comes ...
- Sat Jan 31, 2015 1:01 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Modular Extensible PnP Factory
- Replies: 76
- Views: 150334
Modular Extensible PnP Factory
*************************** Please Notice For the current version of the bus and rack design please see this post . This introductionary post here uses a different, older bus design, but the overall idea for the Modular Extensible PnP Factory System stays the same, so just read on :) **************...
- Fri Jan 30, 2015 11:19 pm
- Forum: News
- Topic: Friday Facts #71 - To the stars
- Replies: 61
- Views: 41123
Re: Friday Facts #71 To the stars
The shadow (and the promise from devs not to make rectangular things anymore after the gun turret mess) says this thing is 9x9 fields large. However the silo buildings at the north side are so tall the overwrite nearly 1,5 fields north of the silo. So either this is a really nice mockup or "pro...
- Fri Jan 30, 2015 10:59 pm
- Forum: Gameplay Help
- Topic: How to switch input liquid tubes ?
- Replies: 6
- Views: 5247
Re: How to switch input liquid tubes ?
Actually I like the challenge the game offers me with its stubborn "noooo... no, this one goes there " Same with to the insertes, I consider 90° inserters cheating ;) And oil being the only liqid to be able to be put into barrels. I adapted and put every oil into barrels and then create my...
- Fri Jan 30, 2015 7:36 am
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 141473
Re: Count to 1,000,000
69 is... errrrm... uuuhhm... Ying and Yang 
I thought that post was highly irritating to me. HIGHLY.
ssilk's post reminds me of Dwarf Fortress' breeding.
I thought that post was highly irritating to me. HIGHLY.
ssilk's post reminds me of Dwarf Fortress' breeding.
- Fri Jan 30, 2015 7:18 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.8] Items under placed blueprints
- Replies: 8
- Views: 10248
Re: [0.11.8] Items under placed blueprints
Why not select items on ground that would occupy a space with a ghost on it for a deconstructin robot. And construction robots can only place items on empty fields. This way no block are placed before not all underlying items are removed. If the player manually drops items on a ghost, so it was not ...
- Fri Jan 30, 2015 7:14 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.13]Construction robots dosn't desconstruct marked item
- Replies: 8
- Views: 2755
Re: [0.11.13]Construction robots dosn't desconstruct marked
I experienced the same. Some things are left behind, a red cross above them but no robot coming to get them.
Selecting them again with the deconstruction cursor results in a fresh wave of robots that quickly pick up the leftover items.
Selecting them again with the deconstruction cursor results in a fresh wave of robots that quickly pick up the leftover items.
- Thu Jan 29, 2015 9:06 pm
- Forum: Show your Creations
- Topic: Big Letter typography on map
- Replies: 7
- Views: 9383
Big Letter typography on map
This evening I played around a bit and wanted to give my base a small "Welcome home, commander" message when I return back with my "taxi train". As rails are very visible on the overhead map I chose rail pieces to create the letters and to my surprise they turned out way better t...