Search found 18 matches

by biliskner25
Sun Apr 16, 2017 1:52 pm
Forum: News
Topic: Friday Facts #186 - Marathon testing
Replies: 112
Views: 56246

Re: Friday Facts #186 - Marathon testing

We write tests in C++ code. We place some entities using code, set them up as we want and then check that they end up in the correct state. Normally tests run without graphical mode. Entities are created but nothing is ever rendered. We sometimes use graphical mode to see how the test is running an...
by biliskner25
Sat Apr 15, 2017 1:47 pm
Forum: News
Topic: Friday Facts #186 - Marathon testing
Replies: 112
Views: 56246

Re: Friday Facts #186 - Marathon testing

Image
by biliskner25
Wed Apr 12, 2017 5:45 am
Forum: Ideas and Suggestions
Topic: New Achievement Ideas
Replies: 120
Views: 33824

Re: Achievement "You are doing it right!"

That achievement isn't about crafting items at all, but rather using blueprints or ghosts to get construction robots to place more entities (not machines) than the player has placed manually. "Produce more items using factories than manually" wouldn't be much point as mid game factories sh...
by biliskner25
Tue Apr 11, 2017 8:01 pm
Forum: General discussion
Topic: Advertisements?
Replies: 11
Views: 4889

Re: Advertisements?

thats good to know atleast. i can miss-understand messages at times. I also actually googled it the day i found it to be sure it wasnt porn or somthing far worse and the spiders of google told me it was a debt consolidation company. so who knows, id just rather not see the devs get sued by an angry...
by biliskner25
Mon Apr 10, 2017 8:01 am
Forum: General discussion
Topic: Advertisements?
Replies: 11
Views: 4889

Re: Advertisements?

I dont think he was calling you a bot, but anyway it's a good idea to raise concerns like this if you think it's a problem but i dont think xnineteen was a porn site
Looks like a website designer when you look at internet archive
by biliskner25
Sat Apr 08, 2017 2:51 pm
Forum: News
Topic: Friday Facts #185 - Progress report
Replies: 93
Views: 49413

Re: Friday Facts #185 - Progress report

I love the look of the new night vision, cant say I was too excited about the bright green transitions in FF#168 but this grey shader makes the lit areas stand out without making you feel like you overdosed on absinthe. I've got biter problems on my current map so I'm forcing myself to wear NV goggl...
by biliskner25
Sat Apr 08, 2017 2:33 pm
Forum: Pending
Topic: [14.22] Desync Local Headless - CRC fail - Very large save
Replies: 4
Views: 2185

Re: [14.22] Desync Local Headless - CRC fail - Very large save

I have not been able to reproduce the bugged ghosts consistently. If i create a new blueprint using a different area all subsequent ghosts seem to build normally (have tried solar + accumulators only, concrete + hazard only, solar+concrete). However if i use the existing blueprint that caused the cr...
by biliskner25
Sat Apr 08, 2017 2:27 pm
Forum: Not a bug
Topic: [0.14.22] 'Closed' rail signal doesn't read its state
Replies: 5
Views: 2212

Re: [0.14.22] 'Closed' rail signal doesn't read its state

Possibly to prevent feedback and infinite loops between connected signals, not a bug but a design choice.
Workaround for you could be to change close condition to Red signal instead, or use a decider combinator to output red on close condition
by biliskner25
Thu Apr 06, 2017 7:35 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.10] [rrrola] Right panel "jitter" on mouseover
Replies: 5
Views: 2156

Re: [0.13.10] [rrrola] Right panel "jitter" on mouseover

[14.22] Same issue but with a different entity, (hazard/normal) concrete blueprint ghosts

Image
by biliskner25
Thu Apr 06, 2017 4:58 pm
Forum: Pending
Topic: [14.22] Desync Local Headless - CRC fail - Very large save
Replies: 4
Views: 2185

Re: [14.22] Desync Local Headless - CRC fail - Very large save

I dont think so, no. If i recall I'd only just made the blueprint and was trying to replace some of the nearby solar arrays to have laser turrets. From what i see when i continue playing there are still some construction bots that are stopping to recharge but freeze near the roboport and are not act...
by biliskner25
Wed Apr 05, 2017 4:56 pm
Forum: Pending
Topic: [14.22] Desync Local Headless - CRC fail - Very large save
Replies: 4
Views: 2185

[14.22] Desync Local Headless - CRC fail - Very large save

Version: 0.14.22 Type: Multiplayer Desync Reproducibility: Unknown OS: Windows 7 x64 Local headless server running from command line on port 34197. Has been running stably for a couple weeks Normal save file is ~15mb, loaded normally and played for about 30 minutes. Did some research on laser turret...
by biliskner25
Fri Mar 31, 2017 4:41 pm
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 572
Views: 299873

Re: Thank you (Make the dev-team happy today!)

Top compliments to the devs, I was showing my friend my game play and gushing about the upcoming version 15, he asked what version this was and i replied 0.14 and his instant response was.. "wait.. this is still alpha? Wow." :D
by biliskner25
Fri Jul 01, 2016 11:09 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 291459

Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates

Cheers! I'd send you my self fix but i kinda butchered it to remove everything ore/MCI related leaving only water pumps and barrels
I also butchered your god modules to make them less "cheaty" and cause i liked the combine recipes that the merged modules had :D
by biliskner25
Thu Jun 30, 2016 7:53 pm
Forum: Mods
Topic: [MOD 0.12.29+] Upgrade planner - v1.1.10 - Bug Fixes
Replies: 4
Views: 3777

Re: [MOD 0.12.29+] Upgrade planner - v1.1.10 - Bug Fixes

Nope.. I've been trying some self fixes but it's dying somewhere in the control.lua code and I'm not proficient enough in this code to progress any further Error while running the event handler: __upgrade-planner__/control.lua:652: attempt to index local 'entity' (a nil value) Required for mod to lo...
by biliskner25
Thu Jun 30, 2016 3:22 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 291459

Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates

Hey bob, I liked the barrelling and pumps from this mod but didnt really want to mess around with the multiple ores so I added this mod without the ores. Thought you might like to know that without bobores the migration scripts fail , i cant recall all of them but bobplates_0.12.0 failed at alloy-pr...
by biliskner25
Wed Jun 29, 2016 3:48 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 316490

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Mod cannot load in 0.13.1 without adding reversing_power_modifier to the locomotive defines in train.lua
by biliskner25
Mon Dec 08, 2014 8:21 am
Forum: Resolved Problems and Bugs
Topic: [0.11.1-3] Game freezes MacBook OS on loading.
Replies: 15
Views: 6390

Re: [0.11.1-3] Game freezes MacBook OS on loading.

My cousin had the same issue, and setting the max texture size and low graphics helped him clear the 10% hurdle but now he seems to be crashing at 90%
OSX Yosemite
it's an iMac

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