Search found 113 matches

by thuejk
Mon Apr 09, 2018 10:09 pm
Forum: 1 / 0 magic
Topic: [Twinsen] [0.16.36] Desync, perhaps related to blueprints and trains
Replies: 4
Views: 1974

[Twinsen] [0.16.36] Desync, perhaps related to blueprints and trains

We had a desync in AntiElitz's multiplayer stream. Multiple people (but not everybody) desynced. The desync happened around 7:45:00 in the video https://www.twitch.tv/videos/248419397 . The desynced people could not rejoin. We have 2 guesses as to what caused it. Either copy-pasting train stations, ...
by thuejk
Sun Feb 25, 2018 8:33 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007642

Re: [0.15] Sea Block Pack 0.1.7

One of the things the bothered me about 0.15 sea block was that building the SpaceX components was too easy compared to doing the SpaceX research. By the time you had built a base large enough to complete the FTL research then building 500 of each module to build the FTL drive itself was trivial. T...
by thuejk
Sat Feb 24, 2018 8:48 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007642

Re: [0.15] Sea Block Pack 0.1.7

Thanks - much better already! If I were to choose, I would lower it even more - it is still very expensive. Perhaps to 5 Drydock Assembly Robots instead of 50? That will still require 10 fusion reactors in total for Drydock Assembly Components, which seems proportional to the stage of SpaceX - the f...
by thuejk
Sat Feb 24, 2018 1:53 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 91652

Re: [0.15] Space Extension Mod (SpaceX)

There is meaningfully excessive, and there is just randomly stupidly excessive. The fusion construction bot cost is just stupid, not a fun challenge. Also, the previous version in 0.15 seablock used mk4 bots instead of fusion bots, which was a perfectly meaningful and reasonably cost. It seems likel...
by thuejk
Fri Feb 23, 2018 11:50 pm
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 91652

Re: [0.15] Space Extension Mod (SpaceX)

So I tried 0.16 Sea Block. Making 2 Drydock Assembly Components for SpaceX. Each take 50 Assembly robots, which each take 5 Fusion Powered Construction Robots, which each take 1 Portable Fusion Reactor, which each takes 250 Processing Units. So in all, just for Drydock Assembly Components, I need 2*...
by thuejk
Tue Feb 20, 2018 2:52 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007642

Re: [0.15] Sea Block Pack 0.1.7

So trying 0.16 Sea Block. I am now trying to make the 2 Drydock Assembly Components for SpaceX. Each take 50 Assembly robots, which each take 5 Fusion Powered Construction Robots, which each take 1 Portable Fusion Reactor, which each takes 250 Processing Units. So in all, just for Drydock Assembly C...
by thuejk
Thu Dec 21, 2017 8:49 pm
Forum: Won't fix.
Topic: [0.16.6] Desync
Replies: 3
Views: 1430

[0.16.6] Desync

This desync occured while trying to join Anti's charity stream megabase.

Desync report (linked since too big to attach): http://thuejk.dk/desync-report-2017-12-21_21-39-49.zip
by thuejk
Wed Dec 13, 2017 2:39 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd][Linux] Freeze on start after "Loading mod core.."
Replies: 61
Views: 26162

Re: [0.16.0][Linux] Freeze on start after "Loading mod core.."

alinde: That looks like a separate bug. You should post it in a new thread instead.
by thuejk
Wed Dec 13, 2017 1:27 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd][Linux] Freeze on start after "Loading mod core.."
Replies: 61
Views: 26162

Re: [0.16.0][Linux] Freeze on start after "Loading mod core.."

t@h ~> cd Downloads t@h ~/Downloads> cd factorio t@h ~/Downloads/factorio> ./bin/x64/factorio 0.000 2017-12-13 14:24:32; Factorio 0.16.0 (build 34159, linux64, alpha) 0.122 Operating system: Linux (Debian unstable) 0.122 Program arguments: "./bin/x64/factorio" 0.122 Read data path: /home/...
by thuejk
Mon Aug 21, 2017 2:49 pm
Forum: Resolved Problems and Bugs
Topic: Solaris achievement is unclear or buggy
Replies: 1
Views: 2427

Solaris achievement is unclear or buggy

In AntiElitz 100% achievement run, chat and AntiElitz were discussing how to get the Solaris achievement. So the Solaris achievement text says Produce more than 10 GJ per hour using solar panels According to https://forums.factorio.com/viewtopic.php?t=48429 , it used to say Produce more than 10 GJ p...
by thuejk
Mon Jun 12, 2017 1:53 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.19][MP] Players can't connect while syncing blueprints
Replies: 1
Views: 1807

[0.15.19][MP] Players can't connect while syncing blueprints

Team Not Anti has had some problems with multiplayer connection errors lately. Some people will simply get a "server not responding" error while trying to join the game. We think the problem is some of our players *cough*CountyCupid*cough*XenoCyber*cough* having very large blueprint librar...
by thuejk
Mon Apr 24, 2017 11:03 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.1][Harkonnen]Can't load savegame
Replies: 1
Views: 916

[0.15.1][Harkonnen]Can't load savegame

We decided to do a quick blind playthrough of 0.15.0 when it came out. After launching the rocket, I saved the game (in the dialog that pops up when launching the rocket.) However, I am unable to load the resulting savegame, in either 0.15.0 or 0.15.1 . It loads, but the game is paused and the scree...
by thuejk
Wed Mar 08, 2017 7:25 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.22] setting resource.x.infinite=true, items/s is wrong
Replies: 2
Views: 1507

Re: [0.14.22] setting resource.x.infinite=true, items/s is wrong

The number X/s when hovering over miners is actually OreCount*((MiningSpeed-MiningHardness)*MiningSpeed/MiningTime)/normal. Which is meaningless.
by thuejk
Thu Feb 23, 2017 12:36 am
Forum: Resolved Problems and Bugs
Topic: [0.14.22] setting resource.x.infinite=true, items/s is wrong
Replies: 2
Views: 1507

[0.14.22] setting resource.x.infinite=true, items/s is wrong

I am using the "EndlessResourcesWithFullYield" mod, which is useful for testing base designs without miners running out of ore. However, the mod makes electric miners show wrong "Expected resources" when hovering over an electric miner with the mouse. For example, it can show &qu...
by thuejk
Mon Feb 13, 2017 11:07 pm
Forum: Minor issues
Topic: Replay setting in the "map generator" screen
Replies: 2
Views: 2748

Re: Replay setting in the "map generator" screen

If the replay gets disabled (through changing mods or major versions) that would make any exchange string created from that map now disable the replay. Well, you could still save a was-original-with-replay setting in the savegame. That's the same reason it's not persisted through multiple new-games...
by thuejk
Wed Jan 18, 2017 10:54 pm
Forum: Implemented Suggestions
Topic: Don't sound the alarm again if the biters are already dead
Replies: 35
Views: 10704

Re: Don't sound the alarm again if the biters are already dead

I think the developers have just not understood the problem.
by thuejk
Wed Jan 18, 2017 9:03 pm
Forum: Implemented Suggestions
Topic: Don't sound the alarm again if the biters are already dead
Replies: 35
Views: 10704

Re: Don't sound the alarm again if the biters are already dead

Xeanoa wrote:It's not a bug, that much is clear.
How is that clear? It is obviously something that nobody would ever design to work that way if they sat down and thought about it. That IS a bug.
by thuejk
Wed Jan 18, 2017 6:31 pm
Forum: Balancing
Topic: Chemical plants should have a crafting speed of 1
Replies: 5
Views: 2750

Re: Chemical plants should have a crafting speed of 1

The chemical plant crafting speed affects the ratios of recipes that consume an ingredient made in a chemical plant, but are themselves made in an assembler. Having the chemical plant crafting speed be 1 would mean it wouldn't match any of the assemblers at all; at least now it matches yellow assem...
by thuejk
Wed Jan 18, 2017 8:42 am
Forum: Balancing
Topic: Chemical plants should have a crafting speed of 1
Replies: 5
Views: 2750

Chemical plants should have a crafting speed of 1

Having different crafting speeds of assembling machines makes sense. A grey assembling machine having a crafting speed of 0.5 is meaningful to distinguish it from e.g. yellow assembling machines with crafting speed of 1.25. The crafting speeds makes it a bit harder to calculate e.g. ratios, but the ...

Go to advanced search