Search found 179 matches

by BattleFluffy
Wed May 29, 2019 10:29 pm
Forum: Outdated/Not implemented
Topic: Respect Windows Storage Paths
Replies: 34
Views: 8911

Re: Respect Windows Storage Paths

System Admin here, just wanted to weigh in that %localappdata% is imho the "technically correct" best place to store larger files like Factorio save games. I can give a specific technical example of a problem this could cause in the real world. In a Windows Domain, a feature called "R...
by BattleFluffy
Mon May 27, 2019 4:27 am
Forum: Won't fix.
Topic: [0.17.43] Invalid train station position possible
Replies: 5
Views: 1577

Re: [0.17.43] Invalid train station position possible

I tested this for Sparr in Vanilla 0.17.43 and can confirm. This behaviour definitely doesn't look right.

Image

Video:
https://i.gyazo.com/e8d1c1c163eb8cfce72 ... 0ddc53.mp4
by BattleFluffy
Sun May 26, 2019 4:25 am
Forum: Technical Help
Topic: custom colors in Server Description
Replies: 1
Views: 1454

Re: custom colors in Server Description

That is using the new Rich Text system. :>
https://wiki.factorio.com/Rich_text
by BattleFluffy
Sun May 26, 2019 4:22 am
Forum: Technical Help
Topic: [0.17.43] Insert one item from hand on Mac
Replies: 4
Views: 1328

Re: [0.17.43] Insert one item from hand on Mac

Not using mac, but I do this by hovering over the assembling machine with the items on my cursor, and hitting Z.
Z drops 1 item, dropping it on top of an assembling machine puts it inside. Also useful for putting a few ammo in each turret, etc..
Hopefully this method works for you..
by BattleFluffy
Sat May 25, 2019 9:21 am
Forum: Not a bug
Topic: [0.17.43] Crash during autosave
Replies: 1
Views: 399

Re: [0.17.43] Crash during autosave

I ran memtest and found errors, so this is most likely due to faulty hardware on my side.
by BattleFluffy
Sat May 25, 2019 7:02 am
Forum: Not a bug
Topic: [0.17.43] Crash during autosave
Replies: 1
Views: 399

[0.17.43] Crash during autosave

I was reformatting some pipes at my refinery, when an autosave began. The progress bar stayed at the bottom for a while, then I alt-tabbed and found the message that the game had crashed.
by BattleFluffy
Fri May 24, 2019 4:42 pm
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 23852

Re: Friday Facts #296 - All kinds of bugs

Thanks for your continuing efforts, and for keeping us all in the loop! :>
Saving the tank/car color is a really nice change.
by BattleFluffy
Thu May 23, 2019 2:27 am
Forum: Minor issues
Topic: [0.17.41] Some minor rendering bugs
Replies: 9
Views: 3237

Re: [0.17.41] Some minor rendering bugs

My GUI scale is at the default, Automatic (100%).
Thanks for confirming this isn't just me :>
by BattleFluffy
Wed May 22, 2019 3:18 pm
Forum: Minor issues
Topic: [0.17.41] Some minor rendering bugs
Replies: 9
Views: 3237

Re: [0.17.41] Some minor rendering bugs

Now using 0.17.42 and I spotted another.

Faint lines on landfill ghost:
https://gyazo.com/c3e5fa63eccefb3a094893843cef0b9c
by BattleFluffy
Tue May 21, 2019 3:35 pm
Forum: Minor issues
Topic: [0.17.41] Some minor rendering bugs
Replies: 9
Views: 3237

[0.17.41] Some minor rendering bugs

During my long play sessions I've occasionally noticed some minor rendering bugs. They don't interfere with my play experience whatsoever, but I thought it might be helpful to document them. :> Here's a small collection of the ones I've seen. Checkboard pattern on dense diagonal rails from map view:...
by BattleFluffy
Fri May 17, 2019 6:39 pm
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 29609

Re: Friday Facts #295 - New design for the chemical plant

I absolutely *love* the new graphics for the chemical plant, and I think colourful smoke sounds awesome ! :D By the way, thanks for continuing to resolve the bugs ! I will just provide another weekly reminder that Factorio is incredibly stable and bug-free for the most part, and it's entirely becaus...
by BattleFluffy
Tue May 14, 2019 8:19 pm
Forum: Not a bug
Topic: [0.17.37] Train update taking very long
Replies: 15
Views: 3014

Re: [0.17.37] Train update taking very long

Interesting. It reminds me I have some unanswered questions about train pathfinding, this seems like a good place to ask.. First question, does the pathfinder iterate through blocks, or through "segments"? A block is defined by rail signals which demarcate the edges of the block, but a seg...
by BattleFluffy
Tue May 14, 2019 1:08 pm
Forum: Not a bug
Topic: [0.17.37] Crash on exit - ~BlueprintLibrary
Replies: 4
Views: 1349

Re: [0.17.37] Crash on exit - ~BlueprintLibrary

Received another one. Seems very similar to the last. I had left the game running for at least 48 hours to be fair.. 0000000076DDD348 (ntdll): (filename not available): KiUserExceptionDispatcher c:\cygwin64\tmp\factorio-build-rew5h8\src\map\advancedtile.cpp (93): AdvancedTile::~AdvancedTile ERROR: S...
by BattleFluffy
Mon May 13, 2019 9:48 am
Forum: Not a bug
Topic: [0.17.37] Train update taking very long
Replies: 15
Views: 3014

Re: [0.17.37] Train update taking very long

I had heard that too! I guess small trains might benefit more from tightly spaced signals, because they have a shorter stopping distance since they're less heavy. Big trains naturally drive really far apart from each other because they have so much mass/momentum. So spacing the signals close togethe...
by BattleFluffy
Mon May 13, 2019 12:05 am
Forum: Not a bug
Topic: [0.17.37] Train update taking very long
Replies: 15
Views: 3014

Re: [0.17.37] Train update taking very long

Why would doubling the number of signals, without changing the number of forks, cause the pathfinder time to more than double? Because of the way the pathfinder algorithm works. I'll try to explain using my limited understanding - if I get anything wrong I'm sure someone will jump in and correct me...
by BattleFluffy
Sun May 12, 2019 9:09 pm
Forum: Not a bug
Topic: [0.17.38] Trains do not drive to stations of same name if another station is in between
Replies: 8
Views: 1203

Re: [0.17.38] Trains do not drive to stations of same name if another station is in between

Hi, I have an idea for a a way around this problem. You could create 3 rail signals just to the left of the 3 train stops that are working (so, 9 signals total). They could be somewhere along the straight where the trains naturally park anyway. These signals need to be changed to Red via circuit net...
by BattleFluffy
Sat May 11, 2019 10:09 pm
Forum: Gameplay Help
Topic: Why not put a rail signal every two tiles?
Replies: 18
Views: 9547

Re: Why not put a rail signal every two tiles?

Apologies for necro'ing such an old thread, but I referred to this very thread during the design phase for my latest rail interchange, and I now have something important to add to the discussion! Having rail signals every 2 tiles is a bad idea if the amount of rails/trains is high, because it can ca...
by BattleFluffy
Sat May 11, 2019 10:03 pm
Forum: Not a bug
Topic: [0.17.37] Train update taking very long
Replies: 15
Views: 3014

Re: [0.17.37] Train update taking very long

I removed a ton of signals... thousands.. And now things are a lot faster. :> I did not realize that an excessive number of signals could cause the pathfinder update time to explode like that. Also, the trains didn't really seem to behave much differently with fewer signals on the track. I think on ...
by BattleFluffy
Sat May 11, 2019 5:17 am
Forum: Not a bug
Topic: [0.17.37] Train update taking very long
Replies: 15
Views: 3014

Re: [0.17.37] Train update taking very long

Great, thanks ! :>

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