Search found 113 matches
- 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, ...
- 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...
- 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...
- 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...
- 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*...
- 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...
- 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
Desync report (linked since too big to attach): http://thuejk.dk/desync-report-2017-12-21_21-39-49.zip
- Wed Dec 13, 2017 4:06 pm
- Forum: Duplicates
- Topic: [.16][Linux]Server won't even start, something about free()
- Replies: 5
- Views: 1456
- 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.
- 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/...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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.
- 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
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.Xeanoa wrote:It's not a bug, that much is clear.
- 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...
- 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 ...