Search found 337 matches

by matjojo
Thu Jun 25, 2020 11:01 am
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Desync on vanilla server
Replies: 2
Views: 2967

Re: [0.17.79] Desync on vanilla server

Wow that is incredible, I had completely forgot about this desyc. I'm constantly amazed at your incredible dedication. Thanks a lot:)
by matjojo
Sat Feb 15, 2020 2:16 pm
Forum: Won't fix.
Topic: [1.17.79] Items on corner north to west are not getting lit correctly.
Replies: 1
Views: 884

[1.17.79] Items on corner north to west are not getting lit correctly.

I've looked at the release posts for the 1.18 versions and saw no fix for this so I assume this is not known yet. I have found a setup where items that are on a blue belt corner from the top-down to left are not getting lit. Screenshot: factorio_2020-02-15 - 1581775541 - 00000816.png Map download: (...
by matjojo
Sat Jan 18, 2020 3:18 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 38369

Re: Friday Facts #330 - Main menu and File Share Shenanigans

Since you are now reworking the main menu, could you also add a menu under Multiplayer for (only) user-added servers? Basically I would *really* like to have an equivalent Multiplayer menu to what Minecraft has. This is one of the very few things I think the game is missing anymore from being more ...
by matjojo
Fri Jan 17, 2020 4:41 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 38369

Re: Friday Facts #330 - Main menu and File Share Shenanigans

Can we please get a way to save our direct connect games to somewhere? I like that it saves the last one, but I don't like keeping a list of ips and sites to connect to.
by matjojo
Fri Jan 03, 2020 6:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Desync on vanilla server
Replies: 2
Views: 2967

[0.17.79] Desync on vanilla server

(report)[https://www99.zippyshare.com/v/ugz5SMzo/file.html] I'm playing on a server with three people. I was the only one online at the time and had just joined, though I'm not sure if it was at the first tick or after a couple seconds, not more than 20 seconds for sure though. We have a relatively ...
by matjojo
Fri Oct 18, 2019 8:21 pm
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 70
Views: 32872

Re: Friday Facts #317 - New pathfinding algorithm

Thanks for your hard work Togos!
by matjojo
Fri Oct 04, 2019 1:37 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 31966

Re: Friday Facts #315 - New test servers

I tried turning off the base mod a couple version back, I think around 1.12, and making a replacement for it, never finished it, the game would crash on the non-existence of stuff before boot every time, I'd add a new definition and try again. I don't remember if I even got the game to load. Maybe i...
by matjojo
Fri Mar 01, 2019 11:59 pm
Forum: Duplicates
Topic: [0.17.4] Tracking achievements numbers do not show up until after a couple reloads
Replies: 2
Views: 785

Re: [0.17.4] Tracking achievements numbers do not show up until after a couple reloads

Yeah indeed. A quick search shows that that one somehow was not in the changelogs.
by matjojo
Fri Mar 01, 2019 11:20 pm
Forum: Duplicates
Topic: [0.17.4] Tracking achievements numbers do not show up until after a couple reloads
Replies: 2
Views: 785

[0.17.4] Tracking achievements numbers do not show up until after a couple reloads

I had tracking on for a lazy bastard run I'm doing. I noticed that there was no text saying crafted 103/110 under the frame on the top left. I thought that that was just default but thought it to be a bit weird. Now a couple reloads and an update to 0.17.4 made the text appear again. I looked at the...
by matjojo
Fri Mar 01, 2019 10:33 am
Forum: Resolved Problems and Bugs
Topic: [wheybags][0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
Replies: 8
Views: 4266

Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone

Another addition, those turrets place to the west are also not being picked up by the bot in it's low ammo and damaged messages.
by matjojo
Thu Feb 28, 2019 11:54 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags][0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
Replies: 8
Views: 4266

Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone

That is a very probable cause, I suppose if I hand't had noticed the obvious bottleneck here I would have left the turrets to the left of the iron ore, but since this gave me more safety I went for this. EDIT: about the x=0 thing, I assume the mapmaker just took x=0 as the left side of the map, but ...
by matjojo
Thu Feb 28, 2019 10:04 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags][0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
Replies: 8
Views: 4266

[wheybags][0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone

Like the title says, I placed a turret and filled it. The game detected it and it ticket the objective, after deleting this turret with others still standing (with ammo) the objective got unticket. Image related:
factorio_2019-02-28 - 1551390900 - 00000138.jpg
factorio_2019-02-28 - 1551390900 - 00000138.jpg (298.69 KiB) Viewed 4266 times
by matjojo
Fri Jan 25, 2019 11:18 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 75663

Re: Friday Facts #279 - Train GUI & Modern Spitter

How smart will the predictions be? Will I be able to outmanoeuvre them by strafing for example?
by matjojo
Sat Dec 16, 2017 2:16 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.16.2] Lamps no longer stagger
Replies: 27
Views: 12105

Re: [0.16.2] Lamps no longer stagger

I have this on 16.4 too, singleplayer. To add to that, if this stays the same I'd like them to stay off shorter in the morning and stay on longer at night, but for that, I'll make a feature request when it comes to it.
by matjojo
Fri Dec 15, 2017 10:42 pm
Forum: Duplicates
Topic: [16.3] crash on startup (At loeading sprites, 89%)
Replies: 0
Views: 635

[16.3] crash on startup (At loeading sprites, 89%)

EDIT: I just saw that in the couple of minutes before this was posted two other reports have also been made, sorry Game crashed on startup steam 64 bit Windows 10 CPU: i3-4005U GPU: Intel HD 4400 RAM: 12GB When trying to copy the log from the console I accidentally killed the program with ctrl-c, so...
by matjojo
Wed Dec 06, 2017 4:33 pm
Forum: 1 / 0 magic
Topic: [15.40] Crash on autosaving
Replies: 1
Views: 1381

[15.40] Crash on autosaving

Game crashed when creating an autosave, my browser crashed too, I was just watching a twitch stream and accidentally opened a lot of copies of that stream, I think that filled my vram, as the report says: 1333.486 Resuming game state 1446.691 Info BlueprintShelf.cpp:683: Saving blueprint storage. 25...
by matjojo
Sat Oct 28, 2017 9:55 am
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 66566

Re: Friday Facts #214 - Concrete rendering

wow, this looks amazing, really really cool. Will this change be merged into low res textures? My laptop sucks pretty bad:(
by matjojo
Sat May 06, 2017 7:19 pm
Forum: 1 / 0 magic
Topic: [mods.factorio.com] 'application error'
Replies: 3
Views: 2205

Re: [mods.factorio.com] 'application error'

flyinggoatman wrote:reloading what? The webpage? It does it every time I refresh.
In chromium or chromium based browsers You can shift-ctrl-r to reload th page and reload cache, of your browser for that website, if normal reload does not work this might.

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