Search found 1328 matches

by Twinsen
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...
by Twinsen
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
by Twinsen
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
by Twinsen
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...
by Twinsen
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
by Twinsen
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.
by Twinsen
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...
by Twinsen
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!
by Twinsen
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 :)
by Twinsen
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.
by Twinsen
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.
by Twinsen
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.
by Twinsen
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.
by Twinsen
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
by Twinsen
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
by Twinsen
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: ...

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