Search found 114 matches

by zlosynus
Fri Aug 08, 2014 9:39 am
Forum: Pending
Topic: [0.10.6][cube] Crash during autosaving
Replies: 9
Views: 6812

[0.10.6][cube] Crash during autosaving

This just happened to me and also happened some time before. During autosaving, the game crashed and created corrupted zip file. It outputted to shell something like this: (sorry, I haven't copied it) Error during std::runtime while creating _autosave2.zip file what() ? I hope it makes any sense to ...
by zlosynus
Mon Jul 28, 2014 1:33 am
Forum: Resolved Problems and Bugs
Topic: [10.0.4] Crash on leaving logistic area
Replies: 37
Views: 7789

Re: [10.0.4] Crash on leaving logistic area

You can still play pretty normally with this bug, just save frequently and do not use logistic robots to deliver too much stuff. Currently I just wait till all my delivery requests are satisfied and then you can leave the base. Anyway, I hope it will get fixed soon, so I can update my robotic network.
by zlosynus
Sun Sep 29, 2013 7:44 pm
Forum: General discussion
Topic: Round vs. quadratic
Replies: 13
Views: 10096

Re: Round vs. quadratic

Everything else uses squares and taxicab metric (total distance is sum of x and y distances). It's not Taxicab metric . It's the Chebyshev metric (Total distance is maximum of x and y distances). OT: I believe mathematicians call these Manhatten and Maximum metrics/norms (or alternatively L_1 and L...
by zlosynus
Wed Sep 04, 2013 12:04 pm
Forum: Implemented Suggestions
Topic: More Stats?
Replies: 13
Views: 3874

Re: More Stats?

Also it would be useful and small to have for every mine and assembling machine some stats how many percent of time it is producing (with a reset button), and some global stats (how many items was produced, how long it is running, total electricity cost). Similarly for every turret the number of kil...
by zlosynus
Wed Sep 04, 2013 11:51 am
Forum: Releases
Topic: Wiki spam fight
Replies: 7
Views: 13548

Re: Wiki spam fight

My nick zlosynus seems to be missing and I was doing some edits there.
by zlosynus
Thu Aug 15, 2013 8:04 am
Forum: Show your Creations
Topic: Post your map Thread
Replies: 6
Views: 7838

Re: Post your map Thread

Hm. With this map you'll have problems finding enough creeper eggs to finish rocket defense, cause there are so few creepers. There are only a few of them because I have destroyed many of them :). (Using car, it is fairly cheap and easy.) Now I am trying to make a wall around my factory, so I am sa...
by zlosynus
Thu Aug 15, 2013 6:52 am
Forum: Wiki Talk
Topic: Let's play - wiki page
Replies: 4
Views: 9898

Re: Let's play - wiki page

It would be ok, if there would be a video about factorio, when following the link. But there is none. Even when I search for it I didn't find any factorio video there. For me this is currently just spam. Perhaps the links are wrong or I see with my iPad something very different or they haven't uplo...
by zlosynus
Thu Aug 15, 2013 6:49 am
Forum: Show your Creations
Topic: Post your map Thread
Replies: 6
Views: 7838

Re: Post your map Thread

Btw. there are strange straight-line changes in the terrain, I suppose it is some bug of the map generator? Did you start this map with one version of factorio, then finish using a later version? If different chunks of the map are generated with different versions of the map generator, straight lin...
by zlosynus
Thu Aug 15, 2013 6:23 am
Forum: Show your Creations
Topic: Post your map Thread
Replies: 6
Views: 7838

Post your map Thread

Hi! So I started testing little bit new version with the map, and I am building a new factory. I have done some exploration and the game world looks much better now. I decided to share it and to post my map. map.png Btw. there are strange straight-line changes in the terrain, I suppose it is some bu...
by zlosynus
Sun Jul 28, 2013 10:36 am
Forum: Releases
Topic: Update 0.6.0
Replies: 34
Views: 24329

Re: Update 0.6.0

Is it just me who things that the graphics is getting worse and worse by every release? The reason is that everything just looks the same and it is very hard to orient in it. In my factory, I just see a lot of gray things, all of which are looking the same :(. I will do tests concerning the speed of...
by zlosynus
Tue Jul 23, 2013 8:49 am
Forum: General discussion
Topic: [Contest] Making a map.
Replies: 33
Views: 14436

Re: [Contest] Making a map.

Finally I can submit my work :D Here are my two contributions: Snaketorio A snakegame in Factorio snake.png Controls: Move the player on the sandy tiles and the snake will move in the related direction as well. Installation: Extract the *.zip and copy the "Snaketorio"-Folder into your fac...
by zlosynus
Thu Jun 20, 2013 9:26 pm
Forum: Releases
Topic: Midterm goal
Replies: 19
Views: 19734

Re: Midterm goal

I want to all add my point of view here. It is true that multiplayer takes quite some time to develop, but I believe the time is worth that (for me certainly much more important than graphics). It is obvious that quite a lot of people on this forums care mostly about singleplayer because, well, they...
by zlosynus
Fri Jun 14, 2013 9:58 am
Forum: General discussion
Topic: huh? can't find steel on my to-do list!
Replies: 11
Views: 12958

Re: huh? can't find steel on my to-do list!

Ya, but for now better wiki would be also good. It is quite obsolete now, and it would be great if someone from this forum could help with it.
by zlosynus
Mon Jun 10, 2013 7:46 am
Forum: Releases
Topic: Version 0.5.0
Replies: 33
Views: 23404

Re: Version 0.5.0

t would be really nice to be able to have custom map generators in lua for example, even if they would be slower. Then nicer levels could be achieved. This is doable. The map generator can be represented by two functions: TilePosition -> GeneratedTile TilePosition -> GeneratedEntities (fish, resour...
by zlosynus
Sat Jun 08, 2013 10:51 pm
Forum: Releases
Topic: Version 0.5.0
Replies: 33
Views: 23404

Re: Version 0.5.0

It would be really nice to be able to have custom map generators in lua for example, even if they would be slower. Then nicer levels could be achieved.
by zlosynus
Mon Jun 03, 2013 10:49 am
Forum: Mods
Topic: [MOD 0.4.x] Factorio Clock
Replies: 15
Views: 13368

Re: [Mod 0.4.x]Factorio Clock

Cool mod, it is really useful. But it might be nice to add also minutes, so one could have more accurate information how the day progresses.
by zlosynus
Sun Jun 02, 2013 10:08 pm
Forum: Not a bug
Topic: [0.4.1] Big poles supply only 4x4??
Replies: 4
Views: 3750

Re: [0.4.1] Big poles supply only 4x4??

ficolas wrote:they are for transporting energy to far distances, not to provide energy in big distances, use the substation instead.
Ok, thanks for explaining. It is just very weird, I believe having it at least 8x8 would make better sense. Who should it work like this?
by zlosynus
Sun Jun 02, 2013 4:39 pm
Forum: Not a bug
Topic: [0.4.1] Big poles supply only 4x4??
Replies: 4
Views: 3750

[0.4.1] Big poles supply only 4x4??

I was looking at different types of poles and it doesn't make much sense that big pole supports smaller area than small pole. It should probably by 10x10 or something like that.
by zlosynus
Fri May 03, 2013 4:29 pm
Forum: General discussion
Topic: Factorio <> Industry Giant 2
Replies: 12
Views: 12329

Re: Factorio <> Industry Giant 2

It would be nice if there would be certain type of item you could get only from trading, and you would need it for making more complex things, research, etc. Then you would be highly motivated to trade and help cities. In the current setting, it could be some camps/cities of friendly aliens.
by zlosynus
Fri May 03, 2013 3:14 pm
Forum: General discussion
Topic: Factorio <> Industry Giant 2
Replies: 12
Views: 12329

Re: Factorio <> Industry Giant 2

Quite a nice idea even through this is not the direction Factorio is heading. It might make quite an interesting mod where you would need to produce some stuff and you would get money / stuff in exchange for it.

Go to advanced search