Search found 256 matches

by PiggyWhiskey
Tue Jun 23, 2015 2:15 am
Forum: Pending
Topic: [0.11.22] Memory Hog zooming out/moving in Map Editor
Replies: 5
Views: 7510

[0.11.22] Memory Hog zooming out/moving in Map Editor

As the subject says Factorio is tanking using all 32GB RAM and stays like that until I can manage to task kill or restart my PC (Faster)

This is either full zoomed out, or moving at fully zoomed out.
I can provide more system data if needed.


What I had planned, 1000x1000 area of sand/no trees ...
by PiggyWhiskey
Tue Jun 23, 2015 1:56 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 405770

Re: Foreman - A factory optimisation tool. Version 0.1.8 is up!

Fresh bug report for you :) well two actually.

1. When loading the Floors mod I get a crash. Repeatable, and only when Floors is in the active mods. https://forums.factorio.com/forum/viewtopic.php?f=14&t=4521&start=50
See the end of this message for details on invoking
just-in-time (JIT ...
by PiggyWhiskey
Mon Jun 22, 2015 8:51 am
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 343743

Re: [MOD 0.11.22] The Fat Controller. Remote train management

JamesOFarrell wrote:
PiggyWhiskey wrote:I get a crash at line 780 of control.lua
That's a bug. It should be fixed in 0.2.1.

Perfect! Thank you for the quick reply and action.

Edit: New issue.
Image
I run my game with TimeButtons and get this crash whenever I select a different speed.
by PiggyWhiskey
Sun Jun 21, 2015 3:30 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 343743

Re: [MOD 0.11.22] The Fat Controller. Remote train management

Playing with a few mods with Dytech as one of the major mods (other little ones in there)

Start a new freeplay, terrain gen's fine and can place the starting Furnace/Miner. But the moment I manually mine something I get a crash at line 780 of control.lua

Error while running the event handler ...
by PiggyWhiskey
Fri Jun 19, 2015 3:05 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 499
Views: 689865

Re: Let's see your clever builds

Expandable copper smelting (can be upgraded to electric furnaces later), optimized for beacons and (almost)blue belts. max is 54(missing 2) furnaces, but you can add extra with beacons.

~snip~

At the bottom is a 4 lane belt balancer.

That's quite a nice furnace layout.



I hadn't considered a ...
by PiggyWhiskey
Sun Jun 14, 2015 2:57 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 499
Views: 689865

Re: Let's see your clever builds

On the topic of belts, here's something I came up with that I suppose there's a chance someone else might be interested in. While it is somewhat large and unwieldy due to the extra bits of track needed to cause side-loading, it is smaller than the first two versions I tried. The purpose is to ...
by PiggyWhiskey
Thu Jun 11, 2015 10:34 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 499
Views: 689865

Re: Let's see your clever builds

My understanding is the 1/3 and the full lane are split to 2. So it shouldn't be a choke point by the splitter.
by PiggyWhiskey
Thu Jun 11, 2015 10:20 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 499
Views: 689865

Re: Let's see your clever builds

Udav wrote:You 2->3 splitter bad! Look at bottleneck after first splitter.

Eugh, thats what I get for going online while half asleep. It's meant to be on the other side.
Image
by PiggyWhiskey
Thu Jun 11, 2015 2:42 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 499
Views: 689865

Re: Let's see your clever builds

Here is how I split one third of the items of a belt.
3-way-splitting-annotation.png
This back-feeding probably allows more odd proportions.

But don't use splitters too much. Overproduce! Backed up belts are better for sanity than distributing scarcity.

Thats quite a smooth split. Not sure how ...
by PiggyWhiskey
Wed Jun 10, 2015 2:45 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 206590

Re: Resource Spawner Overhaul - Discussion thread

Probably a bit of a silly question, where are the links for the updated versions?

Edit: Nevermind, I keep forgetting that this is just a thread in the subforum for RSO. Found the version.
by PiggyWhiskey
Tue Jun 02, 2015 3:03 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Final (Maxed) Designs
Replies: 99
Views: 112306

Re: Final (Maxed) Designs

DerivePi wrote:This is my concept for a maxed out Advanced Circuit facility with 96 advanced circuit assemblers and 12 copper wire assemblers.
ADV CKT.gif
2 Questions.
Why don't you take an in-game screenshot? easier to see.
What program do you use for that?
by PiggyWhiskey
Sun May 31, 2015 6:37 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 499
Views: 689865

Re: Let's see your clever builds

I like your design on allowing the trains to pull out of the station and onto the correct side of the double tracks. I will definitely be stealing this for my base. It's because of the double train engines right?


This is my 4-way intersection with Driving on the left. http://puu.sh/i6QBs ...
by PiggyWhiskey
Sun May 31, 2015 5:51 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Final (Maxed) Designs
Replies: 99
Views: 112306

Re: Final (Maxed) Designs

Also why not use "Copper" and "Iron" instead of CU and FE. Not everyone knows or wants to use the Symbols.
by PiggyWhiskey
Thu May 28, 2015 7:24 am
Forum: Mods
Topic: [MOD 0.10.x+] Straight world (1.0.2)
Replies: 31
Views: 31838

Re: [MOD 0.10.x+] Straight world (1.0.2)

Somewhat of a dead thread, but...I'm trying to get Straight World to work with Resource Spawner Overhaul with mixed success.

The mod-dev from RSO has said there is a big issue with the World Generator for Straight World and won't add support until it's fixed.

I also looked into integration of ...
by PiggyWhiskey
Thu May 28, 2015 7:19 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 206590

Re: [MOD 0.11.*] Resource Spawner Overhaul

New version is up - I upped Nickel a bit for bob's ores and fixed the starting area issue.

I also looked into integration of Straight World mod - it could be used with RSO if it's a part of it.
I found also quite serious issue with Straight World mod itself - it makes map generator work constantly ...
by PiggyWhiskey
Wed May 27, 2015 4:08 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 206590

Re: [MOD 0.11.*] Resource Spawner Overhaul

Hi there, I'm loving this mod :) It's forcing me to learn a lot more about train management than I usually would have (Lots and lots of belts :D)

But I've also got a mod called Straight World https://forums.factorio.com/forum/viewtopic.php?f=14&t=7191 (For the OCD inclined) and its messing with the ...

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