Search found 108 matches

by Kirk
Wed Aug 12, 2015 11:45 am
Forum: Pending
Topic: Personal construction robots replace blueprint on toolbar
Replies: 3
Views: 4046

Personal construction robots replace blueprint on toolbar

Ok, this one is going to be a bit vague, but I feel obliged to at least mention encountering it. Sometimes (but not always) when placing a blueprint with a personal roboport active, the construction robots will fly out and build the stuff, and then return, filling up in your toolbar in the slot wher...
by Kirk
Wed Aug 12, 2015 11:36 am
Forum: Resolved Problems and Bugs
Topic: [0.12.3] Personal roboport grabs from toolbelt
Replies: 9
Views: 8575

Re: [0.12.3] Personal roboport grabs from toolbelt

@kovarex Since there has been a discussion about bots taking away stuff already I'm not sure if it's been mentioned: Could you forbid them from using item the player is currently holding in his hand? So at least the stack I'm using to tell them where to put the rest is safe. This is basically what ...
by Kirk
Sun Aug 09, 2015 8:21 am
Forum: Resolved Problems and Bugs
Topic: [0.12.3] Personal roboport grabs from toolbelt
Replies: 9
Views: 8575

Re: [0.12.3] Personal roboport grabs from toolbelt

3 bugs in one message, so I guess I can add mine since it is related and also not really a bug ;) Personal roboport construction robots love to grab the item I have placed under my cursor to plop it down in the place of the ghost I just placed by shiftclicking with the item under my cursor . This es...
by Kirk
Sun Aug 09, 2015 8:14 am
Forum: Releases
Topic: Version 0.12.3
Replies: 47
Views: 48918

Re: Version 0.12.3

The big items, or actually, placeable items, want to go to your hotbar when you shift-click, I think.
by Kirk
Sun Aug 02, 2015 5:08 am
Forum: Resolved Problems and Bugs
Topic: [0.12.2] [kovarex] Invalid Transport Line Index
Replies: 5
Views: 3780

Re: [0.12.2] Invalid Transport Line Index

I was able to reproduce it! In the above attached autosave, do the following: - Mine the chest, the three pieces of loose belt, and the two smart inserters. - Mine the belt south of the player position (the one directly in front of the fast inserter). - Place a splitter that goes from east to west a...
by Kirk
Sun Aug 02, 2015 4:51 am
Forum: Resolved Problems and Bugs
Topic: [0.12.2] [kovarex] Invalid Transport Line Index
Replies: 5
Views: 3780

Re: [0.12.2] Invalid Transport Line Index

I just experienced it in a single player game, while placing a belt after removing a splitter (if I recall correctly). The entire (sub)base is without power, so nothing of interest was happening (though there were some items on the belt). For some reason the log is empty, perhaps because I alt-tabbe...
by Kirk
Fri Jul 31, 2015 5:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.2] [kovarex] Invalid Transport Line Index
Replies: 5
Views: 3780

[0.12.2] [kovarex] Invalid Transport Line Index

3 man multiplayer, over the internets. Error message given was "Invalid Transport Line index: 3" for all three of us. We weren't doing anything of note, I think, I wasn't at least (I was waiting for gears to be built, having the assembler open). We had recently begun building rails. Window...
by Kirk
Tue Dec 23, 2014 12:55 am
Forum: Releases
Topic: Version 0.11.8
Replies: 35
Views: 48668

Re: Version 0.11.8

by Kirk
Tue Dec 16, 2014 3:04 am
Forum: Mods
Topic: [MOD 0.11.7] Offshore Dump (1.0.1)
Replies: 19
Views: 25214

Re: [MOD 0.11.3] Offshore Dump (1.0.0)

The dump produces pollution by running an invisible furnace. Theoretically this allows swapping in the required furnace for the required pollution amount.
by Kirk
Thu Nov 27, 2014 9:16 pm
Forum: Mods
Topic: [MOD 0.11.7] Offshore Dump (1.0.1)
Replies: 19
Views: 25214

Re: [MOD 0.11.3] Offshore Dump (1.0.0)

Well, save/load and multiplayer have always been the more complex parts of modmaking, and as this was my first one that wasn't really... high priority.

I'm quite busy with work but maybe I can look into it sometime.
by Kirk
Sat Nov 22, 2014 3:33 am
Forum: Mods
Topic: [MOD 0.11.7] Offshore Dump (1.0.1)
Replies: 19
Views: 25214

[MOD 0.11.7] Offshore Dump (1.0.1)

http://www.w00tass.com/dump/factorio/offshore-dump/offshore-dump.jpg Need to get rid of all that pesky light oil? Why not act like a true industrial, and dump it all in the lake! But beware, the pollution of dumping anything other than water will turn this thing into a total biter magnet. http://ww...
by Kirk
Sun Nov 16, 2014 11:03 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.3] Alert sounds still don't play reliably
Replies: 2
Views: 1166

Re: [0.11.3] Alert sounds still don't play reliably

I have the same thing. The first one after a load comes through, the rest is silent.
by Kirk
Sun Nov 16, 2014 5:15 pm
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67187

Re: [0.11.x] Smart Circuit Systems - 0.3.2

Player/biter sensor! :D
by Kirk
Sun Nov 16, 2014 5:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.3] bot follow car outside build area for repair
Replies: 7
Views: 2595

Re: [0.9.6] bot follow car outside build area for repair

I am experiencing this with the tank in 0.11.3. Construction bots will follow me to the biter bases if they have to, although they give up at some point, I suspect due to low power or something. [edit] I found this through the search function, didn't know it was in the resolved bugs forum. What do I...
by Kirk
Sun Nov 16, 2014 4:49 pm
Forum: Resolved Problems and Bugs
Topic: Factorio crashes upon installing updates
Replies: 25
Views: 9209

Re: Factorio crashes upon installing updates

Since 0.11.2 the original factorio.exe "has stopped working and must close" for me after performing an update. The error message pops up while the new instance starts and is loading. It's almost as if it just doesn't exit cleanly. 45169.282809 Info c:\Factorio-deploy\src\Util/Logger.cpp:14...
by Kirk
Sun Nov 16, 2014 4:42 pm
Forum: Not a bug
Topic: [0.11.3] Powering unpowered roboports confuses bots
Replies: 6
Views: 3624

[0.11.3] Powering unpowered roboports confuses bots

A small something I ran into yesterday: I was above the top of my base and placed a construction order by blueprint. No construction bots came to fullfill the construction because I had not yet placed a roboport to extend the automated construction range. So I placed said roboport, and the construct...
by Kirk
Wed Nov 05, 2014 11:37 am
Forum: Multiplayer
Topic: [Linux] Headless server / vnc (Maybe too soon?)
Replies: 28
Views: 28109

Re: [Linux] Headless server / vnc (Maybe too soon?)

By the way, you can move the lifeless player with belts if he's in the way XD

Also a fun activity with AFK players. You could kill them so they lose their inventory, belt them into the middle of nowhere, and then build a maze around them.
by Kirk
Mon Nov 03, 2014 7:29 pm
Forum: Multiplayer
Topic: [Linux] Headless server / vnc (Maybe too soon?)
Replies: 28
Views: 28109

Re: [Linux] Headless server / vnc (Maybe too soon?)

sfto XD

Isn't there some kind of "display sink" you can use? Having an extra lifeless player doesn't really matter, I reckon. He might be in the way though.
by Kirk
Sat Nov 01, 2014 11:30 am
Forum: General discussion
Topic: Experiences with multiplayer
Replies: 14
Views: 5988

Re: Experiences with multiplayer

I had the same experience, the initial setup took a bit of time (people were stuck in each other, disconnects, desyncs, etc.) but once we got going we got going. We played for 2.5 hours, then the game crashed because the host kept screwing around with the /c option :P We played at work in the same o...
by Kirk
Sat Nov 01, 2014 11:23 am
Forum: Multiplayer
Topic: Looking for a EU based multiplayer game
Replies: 7
Views: 15260

Re: Looking for a EU based multiplayer game

Ya me too.

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