Search found 351 matches

by jeroon
Tue Jun 24, 2014 12:29 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.1][slpwnd]Signals can be placed on top of pipes
Replies: 1
Views: 540

[0.10.1][slpwnd]Signals can be placed on top of pipes

And also the other way around, pipes on top of signals. Can't see this as intended, since you can't see the signal any more.

Image
by jeroon
Sat Jun 21, 2014 7:14 pm
Forum: Releases
Topic: Version 0.10.1
Replies: 36
Views: 36214

Re: Version 0.10.1

Drizzt321 wrote:After upgrading (downloaded full install), anytime I try and load a game I keep getting "Package lock(read) is active on ...save.zip".
https://forums.factorio.com/forum/vie ... f=7&t=4440
by jeroon
Sat Jun 21, 2014 9:28 am
Forum: Releases
Topic: Version 0.10.1
Replies: 36
Views: 36214

Re: Version 0.10.1

I'm really pleased with the Biter nests changes, had overcrowded nests with non responsive Biters all around. Also the working filters on cargo wagons mean I can finally put some repairing materials in a ore wagon, not having to sacrifice an entire wagon :) Sounds for alerts really help in early gam...
by jeroon
Sat Jun 21, 2014 9:21 am
Forum: Resolved Problems and Bugs
Topic: [0.10.0] Massive base, fps drops, filesize triples
Replies: 10
Views: 5259

Re: [0.10.0] Massive base, fps drops, filesize triples

Last night, on IRC, we've been playing with my last map for a bit, with 0.10.1 : The good news: file size went from 160 MB to 20 MB, saving in instant again :) The not so good news: frame rate went from 14 fps to 18 fps, and as said before, it's not just 'refresh rate' that's low, it's game speed th...
by jeroon
Thu Jun 19, 2014 8:11 pm
Forum: Resolved Problems and Bugs
Topic: [0.8.8] train passing by occupied station
Replies: 10
Views: 5778

Re: [0.8.8] train passing by occupied station

Bah, I just deleted all those old factorio saves from dropbox last week :/ I've tried to make a small test scenario, but couldn't reproduce the behavior. I've also played with ssilks save for a bit, but didn't see anything weird happen.
by jeroon
Mon Jun 16, 2014 8:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.0] Massive base, fps drops, filesize triples
Replies: 10
Views: 5259

[0.10.0] Massive base, fps drops, filesize triples

I'm not sure if this is the right part of the forums to put this in, but i don't know where else to put it (not even the new technical help section i think :) ) I've been building a massive base since 0.9.8 came out, my goal was to have assembling machines running non stop for all 3 different level ...
by jeroon
Sun Jun 15, 2014 2:12 pm
Forum: General discussion
Topic: Can not create oil refineries in factories.
Replies: 5
Views: 2918

Re: Can not create oil refineries in factories.

had this yesterday, blueprint-copied my 12 refineries, but had to make them by hand first. Of course this isn't going to happen a lot (I hope :D ), but it takes quite long to craft 12, and I have everything else automated, would be nice to automate refineries (and Rocket Defense) as well
by jeroon
Fri Jun 13, 2014 11:23 am
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 69588

Re: [MOD 0.10.0] Automatic Rail Laying Machine

wow that video looks really cool :D
by jeroon
Wed Jun 11, 2014 5:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.0] Replay desync:OPENING RESEARCH TAB CAUSES DESYNC
Replies: 10
Views: 3225

Re: [0.10.0] Replay desync. at tick: X (CAUSE WAS FOUND!!!)

confirmed, tried it by only making enough to build a lab, and the second i put it down the replay gives the desync error (somewhere 19000 ticks)
by jeroon
Tue Jun 03, 2014 8:25 am
Forum: News
Topic: Friday Facts #36
Replies: 39
Views: 28073

Re: Friday Facts #36

Will the annoying bug for the construction bots gets fixed? I mean this one: Iam a construction bot, i have thousands of repair packs, but i dont want to use THEM for repairing ... I only want freshly produced repairpacks onyl. I ask because it isnt noted as fixed for next patch and it was somethin...
by jeroon
Fri May 23, 2014 8:24 pm
Forum: News
Topic: Friday Facts #35 The lighthouse keeper
Replies: 43
Views: 29493

Re: Friday Facts #35 The lighthouse keeper

Anything that results in less train-related-player-deaths makes me happy. I think I've been killed more often by trains than by biters :D
by jeroon
Wed May 21, 2014 3:49 pm
Forum: Gameplay Help
Topic: Transpiort Belts help
Replies: 4
Views: 1832

Re: Transpiort Belts help

Oops, you're right, of course.. will edit my post to not confuse people.
by jeroon
Wed May 21, 2014 3:41 pm
Forum: Show your Creations
Topic: Oil Processing designs?
Replies: 16
Views: 14069

Re: Oil Processing designs?

This is 46 hours in, but it's my third really big base, so I knew how i wanted to organize things from the start, lots of space :) Also, I'm on a map with very little water, so there's nothing to disturb my neat little factory ;)
by jeroon
Wed May 21, 2014 2:48 pm
Forum: Show your Creations
Topic: Oil Processing designs?
Replies: 16
Views: 14069

Re: Oil Processing designs?

This is what I'm using at the moment, which works pretty good. Light oil is made into Petroleum, heavy oil is made into Lubricant, and excess heavy oil is made into Solid Fuel. I still have to check the pipes every now and then and make some changes (press F4, tick the bottom one, Fluids, and press ...
by jeroon
Tue May 20, 2014 1:28 pm
Forum: Maps and Scenarios
Topic: [0.9.8] Reconquista! Reclaim the base!
Replies: 9
Views: 23387

Re: [0.9.8] Reconquista! Reclaim the base!

Thanks for this, once my current challenge is won, I'll give this one a try :)
by jeroon
Tue May 20, 2014 1:22 pm
Forum: Gameplay Help
Topic: Transpiort Belts help
Replies: 4
Views: 1832

Re: Transpiort Belts help

There's underground belts that can go for a maximum of 4 tiles, and there's flying robots later in the game. You can also put 2 different items on 1 belt, inserters will always put items on the far side of the belt, so filling it from opposite sites creates 2 rows on one belt. There are also smart i...
by jeroon
Tue May 20, 2014 11:34 am
Forum: General discussion
Topic: Do trees have any gameplay effect?
Replies: 5
Views: 3693

Re: Do trees have any gameplay effect?

They do soak up pollution, but at what rate i don't know.
by jeroon
Sun May 18, 2014 7:41 pm
Forum: Gameplay Help
Topic: Bad allocation problem.
Replies: 6
Views: 2422

Re: Bad allocation problem.

I'm getting the same error. Are you using any mods? The only result that came up on the forumsearch was people using a mod, but that was 6 months ago :)
by jeroon
Sat May 17, 2014 8:47 am
Forum: Gameplay Help
Topic: Bad allocation problem.
Replies: 6
Views: 2422

Re: Bad allocation problem.

Can you post a link to the save game? Are there no healthy auto-saves to load?
by jeroon
Sat May 17, 2014 8:42 am
Forum: Gameplay Help
Topic: Game Speed???
Replies: 3
Views: 1427

Re: Game Speed???

Also, you can press F5 to see your current Frames/ Second in the top right of the screen, standard rate is 60 fps, on big factories it might get quite a bit lower (on slower computers). Use F4 to show other (debug/usefull) statistics.

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