Search found 1328 matches
- Fri Jul 31, 2015 8:28 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.2] Outdated freeplay start message
- Replies: 8
- Views: 2988
- Fri Jul 31, 2015 8:07 am
- Forum: General discussion
- Topic: What we need for combinators to be fun
- Replies: 17
- Views: 16002
Re: What we need for combinators to be fun
The way I would like to do it is to have the inserter be able to also work in "filter mode", meaning that if you send copper plates and batteries in the circuit network, the inserter will only pick up copper plates and batteries. Basically a filter programmable by the circuit network. This...
- Thu Jul 30, 2015 4:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1] Concrete removal sets incorrect tile
- Replies: 1
- Views: 1124
Re: [0.12.1] Concrete removal sets incorrect tile
Not a duplicate. Thanks for the report. fixed in 0.12.2
- Wed Jul 29, 2015 4:52 pm
- Forum: Duplicates
- Topic: Game crashed in midgame (heavily modded)
- Replies: 3
- Views: 5480
- Wed Jul 29, 2015 4:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1]Crash with allegro audio addon
- Replies: 22
- Views: 12627
Re: [0.12.1] Crash with allegro audio addon
This is a problem with the allegro audio. A small attempt was made to fix this(or make it happen less often) in 0.12.2.
Please reply to this topic if the problem persists in 0.12.2 or later. Thanks
Please reply to this topic if the problem persists in 0.12.2 or later. Thanks
- Wed Jul 29, 2015 8:26 am
- Forum: General discussion
- Topic: Updating the Wiki for combinators
- Replies: 15
- Views: 14280
Re: Updating the Wiki for combinators
I would also like to see some pages explaining how the circuit network works, how the combinators work in general and what each combinator does(similar to fff-88 ). And also explaining in a clear way what "each", "anything" and "everything" mean and what is the point of...
- Tue Jul 28, 2015 5:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1][Twinsen] Fluid ingredients not shown in sidebar
- Replies: 1
- Views: 2308
Re: [0.12.1][Twinsen] Fluid ingredients not shown in sidebar
Fixed in 0.12.2.
The order of the items now also make a bit more sense. The order now is: fuel inventory->input items->output items
The order of the items now also make a bit more sense. The order now is: fuel inventory->input items->output items
- Tue Jul 28, 2015 4:32 pm
- Forum: Not a bug
- Topic: [0.12.0-0.12.1] non-fast Insert can't grab items on belts
- Replies: 10
- Views: 18985
Re: [0.12.0-0.12.1] non-fast Insert can't grab items on belts
I believe this is not working as it should and the inserter should be able to pick the item in that situation.
- Tue Jul 28, 2015 4:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0][Twinsen] Miscolored text at times
- Replies: 19
- Views: 9905
Re: [0.12.0][Twinsen] Miscolored text at times
This one seems to be very tricky and mysterious bug. It's probably related to the graphics library. I wouldn't want to move this bug to "1 / 0 magic". If anyone finds a way to reproduce it, I will probably send them a special version of factorio with more logging. Can you post your video c...
- Tue Jul 28, 2015 3:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [12.1][Twinsen] attempt to clone none empty blueprint
- Replies: 1
- Views: 2397
Re: [12.1][Twinsen] attempt to clone none empty blueprint
Fixed in 0.12.2.
Thanks for the report!
Thanks for the report!
- Tue Jul 28, 2015 1:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12][Twinsen] Silo health - Large entity health
- Replies: 1
- Views: 2160
- Tue Jul 28, 2015 12:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen]Loading 0.11.22 Save with 0.12.0 or 0.12.1 = Crash
- Replies: 3
- Views: 4100
Re: [Twinsen]Loading 0.11.22 Save with 0.12.0 or 0.12.1 = Crash
Thanks for the mods, this helped fix some more things and your savegame can now be loaded in 0.12.2, with the provided mods.
Nice huge base
Nice huge base
- Tue Jul 28, 2015 8:56 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0][Twinsen] Miscolored text at times
- Replies: 19
- Views: 9905
Re: [0.12.0][Twinsen] Miscolored text at times
Do you use a large number of mods? Or mods that use alot of video memory(like weitex).
This might be related to alt-tabbing, changing screens, locking the computer, etc, so let me know if you did anything like that when the issue appeared.
This might be related to alt-tabbing, changing screens, locking the computer, etc, so let me know if you did anything like that when the issue appeared.
- Mon Jul 27, 2015 5:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen]Loading 0.11.22 Save with 0.12.0 or 0.12.1 = Crash
- Replies: 3
- Views: 4100
Re: [Twinsen]Loading 0.11.22 Save with 0.12.0 or 0.12.1 = Crash
Fixed, your savegame can now be loaded in 0.12.2, without mods.
Is it possible to archive and upload a zip with all your mods so we can test it with mods?
Thanks.
Is it possible to archive and upload a zip with all your mods so we can test it with mods?
Thanks.
- Mon Jul 27, 2015 3:53 pm
- Forum: Pending
- Topic: Tutorial 1. Lvl
- Replies: 1
- Views: 2814
Re: Tutorial 1. Lvl
I don't understand the issue. Maybe you are clicking the wrong ship?
Try to add more details. Thanks.
Try to add more details. Thanks.
- Mon Jul 27, 2015 3:29 pm
- Forum: Duplicates
- Topic: [0.12.1] Burner Inserter fuel grabbing flawed
- Replies: 3
- Views: 5754
- Mon Jul 27, 2015 2:50 pm
- Forum: Pending
- Topic: [0.12.1][Twinsen]Corrupted map, contains id not in the dict
- Replies: 3
- Views: 5698
Re: [0.12.1][Twinsen]Corrupted map, contains id not in the dict
Did you have any mods? Did it give any warnings when saving the map?
Can you briefly describe what you changed in the map editor(tiles maybe)?
Thanks.
Can you briefly describe what you changed in the map editor(tiles maybe)?
Thanks.
- Mon Jul 27, 2015 11:01 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1][Twinsen]Arithmetic Combinator Inconsistent behavior
- Replies: 3
- Views: 4089
Re: [0.12.1]Arithmetic Combinator Inconsistent behavior
This was a minor optimization, but since it is causing confusion I will remove it.
Thanks for the report. Fixed in 0.12.2
Thanks for the report. Fixed in 0.12.2
- Mon Jul 27, 2015 10:11 am
- Forum: Show your Creations
- Topic: Combinator Clock
- Replies: 3
- Views: 9562
Re: Combinator Clock
Nice one! You can make a precise timer with the combinators also.
The combinators update every game ticks. Since the game should run at 60 ticks, you increment your seconds every 60 ticks.
Something like this http://imgur.com/j21xfts
The combinators update every game ticks. Since the game should run at 60 ticks, you increment your seconds every 60 ticks.
Something like this http://imgur.com/j21xfts
- Mon Jul 27, 2015 9:44 am
- Forum: General discussion
- Topic: Combinitors Output (input count)
- Replies: 31
- Views: 32492
Re: Combinitors Output (input count)
That was a big post. Alright so first of all I agree with the first part of the post, having both red and green wires seems to just complicate things and the way they work is not so well explained by the game. But, some of the the reasons why red and green wires were kept is because Legacy reasons: ...