Search found 357 matches

by jockeril
Sat Aug 10, 2019 5:08 am
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 136966

Re: Version 0.17.60

I agree that 0.17.59 was the sweet spot - the HO and LO were used to create the solid fuel which in turn was used to create chemical (blue) science and now if and when I upgrade to the next version (0.17.64 just came out today) I will definitely use the mod that reverts that in my existing factory f...
by jockeril
Wed Aug 07, 2019 2:20 pm
Forum: Releases
Topic: Version 0.17.62
Replies: 21
Views: 15000

Re: Version 0.17.62

This might interest people that follow the releases: https://wiki.factorio.com/Base-breaking_changes Good idea and might be a valuable resource for players coming back from the rehab. But would be nice to have whole recipes in the change log (like "Rocket fuel: solid fuel β†’ solid fuel, light o...
by jockeril
Fri Jul 26, 2019 8:09 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 299005

Re: [MOD 0.15] SmartTrains 2.0.5

So I ordered my PAX train to take me to a temp location and closed the train GUI. When I re-opened it (by pressing on the train) it started showing this error about every second: smart trains tmp station error.JPG List of mods: 0.258 Loading mod core 0.0.0 (data.lua) 0.344 Loading mod base 0.17.59 (...
by jockeril
Thu Jul 25, 2019 4:25 pm
Forum: Releases
Topic: Version 0.17.59
Replies: 73
Views: 44072

Re: Version 0.17.59

TheBloke wrote: ↑
Thu Jul 25, 2019 2:37 pm
OMG this new LuaGui stuff sounds fantastic!

EDIT:

Image

*weeps with joy*
What are those buttons you have in the toolbar ? - the rail, flashlight, zoom,lightning, red wire etc. - where are they from ?
by jockeril
Tue Jul 09, 2019 3:27 pm
Forum: Releases
Topic: Version 0.17.55
Replies: 12
Views: 11006

Re: Version 0.17.55

I got a crash after updating from .53 to .55 but the next run is fine. saved the log if the @Devs are interested.

I'm running a standalone version (non-steam), since 0.17.9 came out in a non-default location configured to read mods and saves from under the game folder.
by jockeril
Sat Jul 06, 2019 7:00 am
Forum: Releases
Topic: Version 0.17.54
Replies: 55
Views: 28625

Re: Version 0.17.54

Yeah, that would be not a bug. And yes, actually using Pulse is not mandatory, you still have the option of using ALSA or OSS, but you need the libpulse.so library. The above error is what happens when pulse is not installed. As pulse is listed as a dependency, this is an expected error. This is al...
by jockeril
Mon Jul 01, 2019 6:44 pm
Forum: News
Topic: Friday Facts #301 - Crash site: First state
Replies: 52
Views: 26359

Re: Friday Facts #301 - Crash site: First state

I'd really love to have the crash remnants on new maps, maybe containing the stuff we currently have in our inventory on startup. I'd find it more immersive - and I would be really sorry not to benefit from all the work the graphics department has invested in them. Even more so with these new graph...
by jockeril
Mon Jul 01, 2019 10:15 am
Forum: News
Topic: Friday Facts #301 - Crash site: First state
Replies: 52
Views: 26359

Re: Friday Facts #301 - Crash site: First state

It would be really nice to see crash sites possibly sprinkled around worlds with chests for loot and structures that you could either destroy for salvage or use in place and build around. It would add a whole new level of depth and decision making to exploration! I don't conform to that idea as I t...
by jockeril
Sun Jun 30, 2019 11:42 am
Forum: Multiplayer / Dedicated Server
Topic: Local factorio server (LAN) Win10
Replies: 8
Views: 4971

Re: Local factorio server (LAN) Win10

Hi, You should get all the answers from this wiki page It shouldn't matter which version of windows you are running, Copy your current factorio folder to the laptop, using the same folder structure If you have ever set up a game to run in a non-default folder with mods and saves in that folder, just...
by jockeril
Sun Jun 30, 2019 4:53 am
Forum: News
Topic: Friday Facts #301 - Crash site: First state
Replies: 52
Views: 26359

Re: Friday Facts #301 - Crash site: First state

Amarula wrote: ↑
Fri Jun 28, 2019 5:52 pm
Pinga wrote: ↑
Fri Jun 28, 2019 4:27 pm
The numbers, what do they mean?
You are number six! Who is number one?
I am not a number, I'm a free man ! :mrgreen: :D
by jockeril
Fri Jun 28, 2019 5:26 pm
Forum: Not a bug
Topic: Pipe not connecting correctly to electric pump or boiler in blueprint [0.17.52] [minor issue]
Replies: 1
Views: 910

Pipe not connecting correctly to electric pump or boiler in blueprint [0.17.52] [minor issue]

I opened a blueprint that includes pipes connecting to electric pump and boilers and found that the pipe logic doesn't consider the pipe needs to bend to connect to the pump or the boiler (and apparently assembly machines too). This behavior was observed with blueprints from 0.16.x and 0.17.52 as ca...
by jockeril
Thu Jun 27, 2019 7:54 am
Forum: News
Topic: Friday Facts #300 - Special edition
Replies: 49
Views: 24109

Re: Friday Facts #300 - Special edition

I logged reading this one - it was both fun and informative. Seams you have a great team - GO WUBE !
by jockeril
Thu Jun 27, 2019 7:51 am
Forum: Releases
Topic: Version 0.17.52
Replies: 18
Views: 15580

Re: Version 0.17.52

Omnifarious wrote: ↑
Wed Jun 26, 2019 5:37 pm
Publishing the CRC-64 and/or SHA256 of the various files might be a useful addition to the release process. It would help people to know if they got what they were supposed to or not.
And it can also be used by the auto-updater to validate the download before attempting the update
by jockeril
Sun May 05, 2019 8:55 am
Forum: Gameplay Help
Topic: Train stops at chain signal - [resolved]
Replies: 2
Views: 1258

Re: Train stops at chain signal - Bug?

I will theorize that the second train was already in that rail segment when the chain signal turned red - your problem is you're using normal signals at the edge of the stacker instead of a chain signal because that allows the train to move beyond that stacker and into a hold line before the stops. ...
by jockeril
Fri May 03, 2019 5:30 pm
Forum: Releases
Topic: Version 0.17.36
Replies: 15
Views: 12911

Re: Version 0.17.36

Wow - it just came out now - I didn't expect that
by jockeril
Tue Apr 23, 2019 6:27 am
Forum: Releases
Topic: Version 0.17.32
Replies: 62
Views: 27545

Re: Version 0.17.32

Really? That just seems odd. How does it impact your game play heavily? Even in my largest base with dozens of active trains, track building takes up a small amount of my time. Upgrading makes my games backwards incompatible, so if I can't go forward. Upgrading has been a driver for some of my enth...
by jockeril
Sun Apr 21, 2019 4:58 am
Forum: Releases
Topic: Version 0.17.32
Replies: 62
Views: 27545

Re: Version 0.17.32

Wouldn't increased viscosity help with that ? Or would that slow down the normal flow too much ? Err, never mind, I just can't afford to go deep into this issue right now... :cry: Sorry, but isn't fluid flow dependence on !pipes building order! one damn serious bug? Personally I don't care much abo...
by jockeril
Tue Apr 16, 2019 7:07 am
Forum: Implemented in 2.0
Topic: Free cables/wires (Poles contain all)
Replies: 34
Views: 25286

Re: Free cables/wires (Poles contain all) ☸

I agree wires shouldn't cost or even be items - I suggest we make them a tool like copy, cut & paste
by jockeril
Tue Apr 16, 2019 5:53 am
Forum: Releases
Topic: Version 0.17.29
Replies: 33
Views: 17112

Re: Suggested solution for rail placement issues

I agree it's a bad idea, Why is it a bad idea? What is bad about it? With any other blueprint placing, if I see an obstacle I hold shift to place the blueprint while removing the obstacle. This makes the same function work with rails. [...] but i understand their point, and i think i would personal...

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