Search found 14 matches
- Sat Aug 05, 2017 8:29 am
- Forum: Not a bug
- Topic: [15.32] Uranium mines and S.Acid
- Replies: 2
- Views: 1444
[15.32] Uranium mines and S.Acid
don't know if this fits in bugs... ok uranium requires sulfuric acid to mine ok the miners hold some of it internally but when they are no more uranium to be mined they do not eject the acid, not all of it anyhow, it hogs 100 acid that is effectively gone forever personally i think empty uranium min...
- Sun Jul 10, 2016 9:11 am
- Forum: Ideas and Suggestions
- Topic: blueprints and powerlines
- Replies: 1
- Views: 1936
blueprints and powerlines
Blueprints does not take into account the extra powerline connections I have made (to a power switch), it does however take into account the red and green wires that controls the switch. since factorio is a game about automation and i dont want to manauly connect the power switch i would like bluepr...
- Tue Jul 05, 2016 8:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0] [Hanziq] "API call failed" during mod browsing [reopened]
- Replies: 20
- Views: 12010
Re: [0.13.0] "API call failed" during mod browsing [reopened]
0.000 2016-07-05 22:36:52; Factorio 0.13.5 (build 23107, linux64, alpha) still crashes when clicking on random mods 0.000 2016-07-05 22:36:52; Factorio 0.13.5 (build 23107, linux64, alpha) 0.055 Operating system: Linux (Ubuntu 14.04) 0.055 Program arguments: "/home/karlstri/factorio/bin/x64/fac...
- Sat Apr 30, 2016 10:30 am
- Forum: Ideas and Suggestions
- Topic: Mega-Structures and merged structures.
- Replies: 11
- Views: 5253
Re: Mega-Structures and merged structures.
i myself have tought about megachests aka warehouses, perhaps 3x3 in size, another thing i would like is a 1x7 chest for loading/unloading trains. mega solars is intresting too but perhaps 4x4 advanced solars whit a per square efficency 20% better then the basic but much more expensive in general i ...
- Wed Nov 11, 2015 9:25 pm
- Forum: Ideas and Suggestions
- Topic: Modules for vehicles (Equipment, PowerSuit for vehicles)
- Replies: 3
- Views: 8671
Re: Modable locomotive/cars
i like the idea of having modules for vehicle in the same way powerarmor works
and i want to place a turrent on my trains
and i want to place a turrent on my trains
- Sat Apr 18, 2015 9:23 am
- Forum: News
- Topic: Friday Facts #82 - Optimisations
- Replies: 58
- Views: 47860
Re: Friday Facts #82 Optimisations
is it possible to use the same optimastions on accumilators that are developed for the solars? it seams to me that they shuold be quite similar in the simulations.
- Sun Feb 22, 2015 8:52 am
- Forum: Ideas and Suggestions
- Topic: remember servers connected
- Replies: 4
- Views: 1905
remember servers connected
i would like to have the posibilty to store a list of the servers is connected to recently or some posibility to save the servers.
i feel its a missing feature that is quite easy to implement
i feel its a missing feature that is quite easy to implement
- Sat Feb 21, 2015 7:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] [kovarex] crash while loading saved game
- Replies: 5
- Views: 2445
[0.11.16] [kovarex] crash while loading saved game
when loading a saved game in multiplayer factorio-current.log 7963.471376 Info Logger.cpp:152: 2015-02-21 20:05:43; Factorio 0.11.16 (Build 13544, linux64) 7963.471426 Info Logger.cpp:156: Operating system: Linux 7963.471441 Info Paths.cpp:202: Read data path: /home/karlstri/factorio/data 7963.47145...
- Sun Feb 08, 2015 2:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.15] multiplayer connection error
- Replies: 4
- Views: 3078
Re: [0.11.15] multiplayer connection error
for this game i was host i have ubuntu 14.04 lts 64 bits there is a nat router that portforwars the factorio port to my computer it worked before update 0.11.15 factorio-current.log 856393.387401 Info Logger.cpp:152: 2015-02-08 15:16:45; Factorio 0.11.15 (Build 13276, linux64) 856393.387448 Info Log...
- Fri Oct 31, 2014 9:32 pm
- Forum: Resolved Problems and Bugs
- Topic: network game hangs
- Replies: 2
- Views: 1572
Re: network game hangs
more data this time with a segfualt 953358.169661 Info AllInOne.cpp:294: NetworkTick(3968) MapTick(2052) resuming map. 953358.207299 Info AllInOne.cpp:284: NetworkTick(3971) MapTick(2055) stopping map. 953358.228140 Info AllInOne.cpp:294: NetworkTick(3972) MapTick(2055) resuming map. 953358.249996 I...
- Fri Oct 31, 2014 9:28 pm
- Forum: Resolved Problems and Bugs
- Topic: network game hangs
- Replies: 2
- Views: 1572
network game hangs
two player network game works(i think) but when player tree joins game frezes for host and frezes for clients note: one player on lan one player on internet via nat router that portforwards port 34197 first time lan joined first then the internet player (no logs but same thing hapend) second time in...
- Sat Oct 25, 2014 9:30 pm
- Forum: Implemented mod requests
- Topic: modable map genertor
- Replies: 5
- Views: 6902
modable map genertor
i think it would be an intresitng thing for the game if the map genartor is modible, so i can select what map style i want to play.
- Mon Aug 11, 2014 11:46 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6] powerline removed
- Replies: 3
- Views: 3463
[0.10.6] powerline removed
game crashes with segfualt when i a viewing the power menu when the pole im am viewing from is removed with a construction bot to repoduce: use deconstruction planer on an electic pole view the electric grind stats wait for pole to be removed crashes with segfualt run on a ubuntu linux 64 bit system
- Fri May 02, 2014 12:06 pm
- Forum: Resolved Problems and Bugs
- Topic: game crash 0.9.8
- Replies: 1
- Views: 1159
game crash 0.9.8
the followin sequnce makes the game crash play->custom senario->create->generate [crash] i run ubuntu 64 bit stdout: Downloading https://www.factorio.com/updater/get-available-versions?username=[removed_by_poster]&token=[removed_by_poster]&apiVersion=2 => 200 No level in scenario execution c...