Search found 31 matches
- Wed Nov 06, 2024 6:57 pm
- Forum: Not a bug
- Topic: [2.0.14] Personal logistics and landing pad logistics get overwritten if name is the same
- Replies: 1
- Views: 133
[2.0.14] Personal logistics and landing pad logistics get overwritten if name is the same
Hello, doesnt know if its bug or not but it was not expected. It should ask me at least that this is going to happen. I have named "Vulcanus" one of the sections in personal logistic networks. Later on I created new unnamed section in landing pad where I wanted to get staff from Vulcanus s...
- Thu Feb 15, 2024 2:10 pm
- Forum: Technical Help
- Topic: Headless Server - aarch64
- Replies: 6
- Views: 4419
Re: Headless Server - aarch64
Running Factorio via docker with the QEMU_EXECVE=1 variable set in the container (needs qemu-user-static installed on system) will allow x86_64 to execute decently. Tried that today with Raspberry 3 with 2GB RAM and also with Raspberry 5 with 8GB RAM. Raspberry 3 is unplayable as there are movement...
- Sat Sep 09, 2023 6:31 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196434
Re: Friday Facts #375 - Quality
Not a fan of this idea, scrap it in recycler and move on please.
- Mon Jan 18, 2021 10:33 am
- Forum: Technical Help
- Topic: Slow map download speed
- Replies: 18
- Views: 17428
Re: Slow map download speed
Something isn't right with downloading speeds. I have 1 Gbit ports on my local network, I am able to transfer files from server (same server that hosts factorio server) with 120MB/s speed yet, factorio downloading map speed is 12,9MB/s max. "_comment_max_upload_in_kilobytes_per_second": &q...
- Fri Dec 11, 2020 11:29 am
- Forum: Not a bug
- Topic: [1.1.5] Unable to grab robots above ore patch
- Replies: 1
- Views: 990
[1.1.5] Unable to grab robots above ore patch
Hello,
I can provide savefile with the exact situation, I am standing right next to bunch of robots that I cant grab.
save:
https://drive.google.com/file/d/1H3G4-G ... sp=sharing
I can provide savefile with the exact situation, I am standing right next to bunch of robots that I cant grab.
save:
https://drive.google.com/file/d/1H3G4-G ... sp=sharing
- Thu Dec 10, 2020 6:57 pm
- Forum: Duplicates
- Topic: [1.1.5] Placing ghost buildings over cliffs
- Replies: 1
- Views: 1123
- Thu Dec 10, 2020 1:51 pm
- Forum: Duplicates
- Topic: [1.1.5] Crash after desync (ClientMultiplayerManager::~ClientMultiplayerManager)
- Replies: 8
- Views: 3066
Re: [1.1.5] Crash after desync (ClientMultiplayerManager::~ClientMultiplayerManager)
I forget about "auto_pause", unfortunately I am still unable to reproduce it. Its not the last defense outpost I built, I will be watching it and report if the problem occurs again.
- Thu Dec 10, 2020 1:09 pm
- Forum: Duplicates
- Topic: [1.1.5] Crash after desync (ClientMultiplayerManager::~ClientMultiplayerManager)
- Replies: 8
- Views: 3066
Re: [1.1.5] Crash after desync (ClientMultiplayerManager::~ClientMultiplayerManager)
It is somehow related to train stop limit, I built new defence outpost which was destroyed and rebuilt again but then I noticed that trains which supply defence outposts with ammo ignores this new one. I checked if there is clear path to it, if there isn't missing rail somewhere. Everything was righ...
- Thu Dec 10, 2020 7:17 am
- Forum: Duplicates
- Topic: [1.1.5] Crash after desync (ClientMultiplayerManager::~ClientMultiplayerManager)
- Replies: 8
- Views: 3066
Re: [1.1.5] Crash after desync (ClientMultiplayerManager::~ClientMultiplayerManager)
I am able to reproduce it in multiplayer, however if I use /toggle-heavy-mode command in single player, game became unplayable. I cant move, delay is huge and it use up all hardware resources.
- Wed Dec 09, 2020 5:24 pm
- Forum: Duplicates
- Topic: [1.1.5] Crash after desync (ClientMultiplayerManager::~ClientMultiplayerManager)
- Replies: 8
- Views: 3066
- Wed Dec 09, 2020 4:58 pm
- Forum: Duplicates
- Topic: [1.1.5] Crash after desync (ClientMultiplayerManager::~ClientMultiplayerManager)
- Replies: 8
- Views: 3066
[1.1.5] Crash after desync (ClientMultiplayerManager::~ClientMultiplayerManager)
Hello,
I was playing on 1.1.5 from the day it was released and only now I am getting desync every time after I send train to one of the defense outposts. I can upload save also if you need it.
I was playing on 1.1.5 from the day it was released and only now I am getting desync every time after I send train to one of the defense outposts. I can upload save also if you need it.
- Tue Nov 24, 2020 10:06 am
- Forum: Not a bug
- Topic: [1.1.0] Menu item bar
- Replies: 10
- Views: 3268
Re: [1.1.0] Menu item bar
It was good as it was, but sure I will find the workaround. Adding more options is not a good idea, bcs you want to create as low settings as you can in the first place. If you create setting for everything it becomes very chaotic and difficult for user.
- Mon Nov 23, 2020 10:22 pm
- Forum: Not a bug
- Topic: [1.1.0] Menu item bar
- Replies: 10
- Views: 3268
[1.1.0] Menu item bar
Hello,
if I grab spidetron remote control from menu bar and then select for instance decostruction planner from the same menu it replaces the current position of deconstruction planner which wasnt the case in 1.0.0. It should stay as it is, unless I remove it with mouse 3 click.
if I grab spidetron remote control from menu bar and then select for instance decostruction planner from the same menu it replaces the current position of deconstruction planner which wasnt the case in 1.0.0. It should stay as it is, unless I remove it with mouse 3 click.
- Fri Oct 30, 2020 9:10 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 86650
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Apart from ghosts, there is one tweak to building by dragging for poles.
Thanks !!!
Thanks !!!
- Fri Oct 09, 2020 7:37 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 91866
- Wed Aug 26, 2020 11:02 am
- Forum: General discussion
- Topic: Re-enable blueprinting in unrevealed but scouted area
- Replies: 11
- Views: 5568
Re: Re-enable blueprinting in unrevealed but scouted area
I have to agree with this, If I want to place big blueprint to areas outside of radar's range, I have to create layer of electricity poles with radars.
- Tue Aug 25, 2020 7:02 am
- Forum: Not a bug
- Topic: [1.0.0] Atomic bomb range
- Replies: 2
- Views: 1814
[1.0.0] Atomic bomb range
Atomic bomb range decreased significantly in 1.0 compared to latest experimental before 1.0. It is intended change or bug ?
- Sat Aug 15, 2020 10:37 am
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 118183
Re: Friday Facts #360 - 1.0 is here!
I will miss FFF so much!
- Tue Aug 04, 2020 1:23 pm
- Forum: Releases
- Topic: Version 0.18.42
- Replies: 28
- Views: 18247
Re: Version 0.18.42
Thank you, I looked at the other ways of updating server on windows machine but headless version is available for linux only. I know its lame to update it this way and I should change it but considering 1.0 release is just few weeks away, I will stick with it.
- Tue Aug 04, 2020 12:40 pm
- Forum: Releases
- Topic: Version 0.18.42
- Replies: 28
- Views: 18247
Re: Version 0.18.42
It might be the same but this is how I was updating version for last months. After new version is downloaded, I just restart server. If I select 0.18.x I don't know which version is being downloaded nor when it will be downloaded if I keep steam running. Overall I have more control over it, because ...