Search found 40 matches
- Sat Jul 23, 2016 3:50 pm
- Forum: Releases
- Topic: Version 0.13.10
- Replies: 56
- Views: 40431
Re: Version 0.13.10
Regarding "Added logistics auto-trash slots: the opposite of logistic request slots." May I suggest to set the minimum amount in the trash config to the amount of items requested? Currently it's creating kind of a race condition if you set the trash-amount lower than the request amount. Bo...
- Mon Jul 11, 2016 5:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] [pending]Desync when joining game
- Replies: 14
- Views: 3608
Re: [0.13.6] [pending]Desync when joining game
FYI: No desyncs over the weekend... So I guess it's something the factory did temporarily before some change on friday.
- Fri Jul 08, 2016 3:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] [pending]Desync when joining game
- Replies: 14
- Views: 3608
Re: [0.13.6] Desync when joining game
Bummer :-( Also just now it's desync-looping again. I put down a requestor chest and copy/pasted flame thrower ammo from the chemical plant to the chest. After a few milliseconds it started and after 14 "desync, loading map" cycles it stopped ... If you wouldn't mind, just upload the desy...
- Fri Jul 08, 2016 12:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] [pending]Desync when joining game
- Replies: 14
- Views: 3608
Re: [0.13.6] Desync when joining game
Bummer
Also just now it's desync-looping again. I put down a requestor chest and copy/pasted flame thrower ammo from the chemical plant to the chest.
After a few milliseconds it started and after 14 "desync, loading map" cycles it stopped ...
Also just now it's desync-looping again. I put down a requestor chest and copy/pasted flame thrower ammo from the chemical plant to the chest.
After a few milliseconds it started and after 14 "desync, loading map" cycles it stopped ...
- Fri Jul 08, 2016 12:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] [pending]Desync when joining game
- Replies: 14
- Views: 3608
Re: [0.13.6] Desync when joining game
I can't repeate it, I'm just standing there and it happens sometimes :-( I'd say it's either a train, robot, biter that's doing something I can't control. If you want I can give you the password and you can connect to the server yourself. With 2 players there are phase where its okay and then where ...
- Fri Jul 08, 2016 11:29 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] [pending]Desync when joining game
- Replies: 14
- Views: 3608
Re: [0.13.6] Desync when joining game
Sure, there you go.
It's considerable worse with 2 players - alone it's working mostly ok.
It's considerable worse with 2 players - alone it's working mostly ok.
- Fri Jul 08, 2016 10:41 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] [pending]Desync when joining game
- Replies: 14
- Views: 3608
Re: [0.13.6] Desync when joining game
No. As I said I was the only one playing before and after.
We are currently getting random descnys while just running around the map i.e. no player interaction. Like evers 2 Minutes one or a few desyncs in a row.
We have a lot of robots doing stuff though.
We are currently getting random descnys while just running around the map i.e. no player interaction. Like evers 2 Minutes one or a few desyncs in a row.
We have a lot of robots doing stuff though.
- Fri Jul 08, 2016 9:32 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] [pending]Desync when joining game
- Replies: 14
- Views: 3608
[0.13.6] [pending]Desync when joining game
I just tried to join my linux dedicated server and am getting a desync loop.
No other player was connected and yesterday everything worked fine.
After restarting server+game it seems to be gone...
Yet, I thought I better report it
No other player was connected and yesterday everything worked fine.
After restarting server+game it seems to be gone...
Yet, I thought I better report it
- Thu Jul 07, 2016 12:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] [kovarex] Train signal placement indicator @ invalid position
- Replies: 5
- Views: 3194
Re: [0.13.4] [kovarex] Train signal placement indicator @ invalid position
To add to my first post:
Outside has invalid signal as well.
Outside has invalid signal as well.
- Mon Jul 04, 2016 7:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] [kovarex] Train signal placement indicator @ invalid position
- Replies: 5
- Views: 3194
[0.13.4] [kovarex] Train signal placement indicator @ invalid position
The rail planer laid some funny tracks and when I went to place signals on those tracks the placement indicators showed two spots which resulted in blinking signals because the signals were touching both tracks.
The two signals in focus were blinking green-yellow-red.
The two signals in focus were blinking green-yellow-red.
- Wed Jun 29, 2016 4:08 pm
- Forum: 1 / 0 magic
- Topic: [0.13] [Pending] Ingame Mod updates failing
- Replies: 7
- Views: 3325
Re: [0.13] [Pending] Ingame Mod updates failing
Well, it was the first launch after installing 0.13 and I immediately went to mods and checked for updates and subsequently on update. It probably was a side effect of the mod portal not beeing fully accessible at the time. I had a second issue where the game would download 1KB zip files and crash o...
- Tue Jun 28, 2016 4:35 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 274817
Re: [MOD 0.12.x] The Fat Controller. Remote train manager 0.4.17
Thanks for the update.
Unfortunately I'm getting the following error:
Error while running the on_configuration_changed: __TheFatController__/control.lua:243: attempt to index global 'train' (a nil value)
Unfortunately I'm getting the following error:
Error while running the on_configuration_changed: __TheFatController__/control.lua:243: attempt to index global 'train' (a nil value)
- Mon Jun 27, 2016 8:26 pm
- Forum: 1 / 0 magic
- Topic: [0.13] [Pending] Ingame Mod updates failing
- Replies: 7
- Views: 3325
[0.13] [Pending] Ingame Mod updates failing
Tried using the ingame mod-update function but it fails :-( Bug a) If you never authorized the game will download empty files and crash on restart Forgot to save the log but it's basically the download call without username e.g. but status 200 85.848 Info HttpSharedState.cpp:42: Downloading https://...
- Fri Jun 17, 2016 3:35 pm
- Forum: Mods
- Topic: [MOD 0.12.x|0.13.x] Suit Plug
- Replies: 4
- Views: 5308
Re: [MOD 0.12.x] Suit Plug
Hi SirIntelligence, my dedicated server is crashing when someone dies :-( 166967.953 Error MultiplayerManager.cpp:110: MultiplayerManager failed: "Error while running the event handler: __Suit-Plug__/control.lua:12: ghost-controller doesn't have an inventory with index(5)" I looked into th...
- Thu May 05, 2016 1:10 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 343664
Re: [MOD 0.12.x] Rail Tanker - Liquid transport 1.2.2
I have the same error message. Just enabled the mod for the first time on a running game. Apparently the old version is nil when there is no old config and the code is missing the nil-check https://wiki.factorio.com/index.php?title=Lua/Events#script.on_configuration_changed -- When a mod version is ...
- Sun Apr 24, 2016 6:26 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 291619
Re: [0.12.x][v0.12.10] Bob's Metals, Chemicals and Intermediates
Running bobplates without bobores shows an error: Error in assignID, recipe with name 'sort-ore-gem' does not exist.
I guess the dependency is not optional "? bobores >= 0.12.0"
I guess the dependency is not optional "? bobores >= 0.12.0"
- Sat Apr 23, 2016 12:13 pm
- Forum: Multiplayer
- Topic: Multiplayer Forum Info
- Replies: 79
- Views: 138565
Re: Multiplayer FAQ
How many robots are you using? We only had 1000 robots and 2 players so far and no lag
- Tue Apr 19, 2016 7:40 pm
- Forum: Multiplayer
- Topic: Multiplayer Forum Info
- Replies: 79
- Views: 138565
Re: Multiplayer FAQ
Okay apparently I messed up previously. Just retried it and I'm not getting desyncs anymore... My bad. Perhaps someon can add it to the FAQ in the wiki: Configuration changed need to be identical on the server and all clients. (i.e. for mods: Everyone needs to unzip them and use the identical config...
- Tue Apr 19, 2016 7:24 pm
- Forum: Multiplayer
- Topic: Multiplayer Forum Info
- Replies: 79
- Views: 138565
Re: Multiplayer FAQ
I'm using the stable .29 release
I'm sure I and the server had the same settings as I made them - is it the right way at all to unzip it on everyones install and change the value, though?
I'm sure I and the server had the same settings as I made them - is it the right way at all to unzip it on everyones install and change the value, though?
- Tue Apr 19, 2016 3:04 pm
- Forum: Multiplayer
- Topic: Multiplayer Forum Info
- Replies: 79
- Views: 138565
Re: Multiplayer FAQ
Anyone got an answer on how to configure mods in multiplayer (with a dedicated server)? i.e. we wanted to use Natural Evolution Enemies but change the setting NE.Set_Difficulty from hard to easy. We tried to unpack the zip file on the server and clients and change the value but that only lead to des...