Search found 413 matches

by dee-
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 :D
by dee-
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 ...
by dee-
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?

FishSandwich wrote:
dee- wrote:Sadly there's nothing in the log and no debug information available, it just "stopped responding" and gets closed by Windows.
You're talking about these logs?
Yes
by dee-
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...
by dee-
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. :)
by dee-
Mon Feb 02, 2015 2:50 pm
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 141473

Re: Count to 1,000,000

by dee-
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 :lol:
by dee-
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...
by dee-
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...
by dee-
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 :D and useful
by dee-
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 ...
by dee-
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

MrSlehofer wrote:some of the pics doesn't work :cry:
Oh... I changed the image hoster. Do they show up now?
by dee-
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 ...
by dee-
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 :) **************...
by dee-
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...
by dee-
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...
by dee-
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.
by dee-
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 ...
by dee-
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.
by dee-
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...

Go to advanced search