Search found 61 matches
- Fri Jun 15, 2018 11:49 pm
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 64160
Re: Friday Facts #247 - Pricing and its exploits
All the Factorio models are made in 3D right? So Factorio2 should be isometric view at the very least, but definitely some kind of 3D. Maybe like the way it is on Cities:Skylines or The Sims.
- Wed Feb 14, 2018 1:55 am
- Forum: Implemented Suggestions
- Topic: Add SRV Record support
- Replies: 85
- Views: 56524
Re: Add SRV Record support
Ah yup. I see it now.
- Wed Feb 14, 2018 1:10 am
- Forum: Implemented Suggestions
- Topic: Add SRV Record support
- Replies: 85
- Views: 56524
Re: Add SRV Record support
https://www.dropbox.com/s/4yeg75695abai ... 2.png?dl=0
Nope
(I even tested on another topic I'm not subscribed to)
Nope
(I even tested on another topic I'm not subscribed to)
- Tue Feb 13, 2018 3:28 am
- Forum: Implemented Suggestions
- Topic: Add SRV Record support
- Replies: 85
- Views: 56524
Re: Add SRV Record support
Couldn't figure out how to subscribe to this without posting so here is a pretty useless post, sorry.
But also, +1 for this idea. I'd love to have it.
But also, +1 for this idea. I'd love to have it.
- Tue Jan 23, 2018 3:41 am
- Forum: Ideas and Suggestions
- Topic: [0.16.17] Misleading splitter settings - filter
- Replies: 4
- Views: 2155
Re: [0.16.17] Misleading splitter settings - filter
I think it should be like this:
Code: Select all
Input priority: [left] [[]] [right]
filter: left: [] right: []
output priority: [left] [[]] [right]
- Sat Oct 07, 2017 3:26 pm
- Forum: Not a bug
- Topic: #7979 Admin permissions are saved in savegames
- Replies: 3
- Views: 1790
Re: #7979 Admin permissions are saved in savegames
I'm trying to override the permissions of a public server map I saved locally for myself, and I can't figure out how to send commands to my headless server without already being an admin.
- Sat Jul 22, 2017 11:40 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 893388
Re: 4-way intersectios: Throughput and deadlocks [image heavy]
0eNqlne9ukzkTxe8lnxvk8X9zK69WKygRG6mUqg2rFyHufVNIUtrO05yf82nFKhyOxx6PPT4zz4/Vx5tvm7v77e1u9f7Hanv99fZh9f5/P1YP28+3H24e/9/u+91m9X613W2+rK5Wtx++PP7p/sP2Zn34zc+r1fb20+b/q/f286+r1eZ2t91tN79hfv3h+9+337583Nzvf3AC+Lj9vN7cbK5399vr9d3Xm80e++7rw/5vfr19/Ff3aOv9r7/v/5PSz59Xr6DiCepht2fz+Z/d+pGUBxMOONHDSe6YXqP0d+...
- Sun Jun 25, 2017 12:40 am
- Forum: Pending
- Topic: [0.15.23] Desync Vanilla MP Unknown Cause
- Replies: 2
- Views: 1464
Re: [0.15.23] Desync Vanilla MP Unknown Cause
Got a few desync reports. The relevant ones are in the folder called "FactorioOne Server Railworld US Central" https://link.getsync.com/#f=archive&sz=0&t=2&s=UHLA5SFKO7YHSQ6EZ33FTZ5XSQPZRNTWHBRB7P4MDBM2DSIXDFNA&i=CI5QSBNO7FGO357CISKCO3PJG2TTZE4E7&v=2.4 ... I don't have ...
- Wed Jun 07, 2017 5:12 pm
- Forum: Desyncs with mods
- Topic: [0.15.16] Desync loop on trying to reconnect
- Replies: 5
- Views: 2619
Re: [0.15.16] Desync loop on trying to reconnect
Axial-tilt seems to have been the source of the issue, thank you!
- Fri Jun 02, 2017 8:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.10] Desync loop upon joining game
- Replies: 9
- Views: 3785
Re: [15.10] Desync loop upon joining game
I'm having this issue, posted https://forums.factorio.com/viewtopic.php?f=7&t=48953 Restarting the server does fix it, but it is relatively reproducible (must log off for a few hours, then attempt to log back in). I've tried removing mods, and my current modlist { "mods": [ { "nam...
- Fri Jun 02, 2017 8:05 pm
- Forum: Pending
- Topic: [Oxyd] Server not saving properly
- Replies: 13
- Views: 4432
Re: Server not saving properly
https://www.dropbox.com/sh/5a39q2mx3axb ... WkHFa?dl=0
Hopefully it's done uploading when you see this
Hopefully it's done uploading when you see this
- Wed May 31, 2017 12:17 am
- Forum: Pending
- Topic: [Oxyd] Server not saving properly
- Replies: 13
- Views: 4432
Re: Server not saving properly
May 30 19:17:56 Paidia systemd[1]: Stopping Factorio Server... May 30 19:17:57 Paidia factorio[4866]: 25819.787 Received SIGTERM, shutting down May 30 19:17:57 Paidia factorio[4866]: 25820.002 Info MainLoop.cpp:251: Saving map as /opt/factorio/saves/server.zip May 30 19:27:56 Paidia systemd[1]: fac...
- Tue May 30, 2017 11:36 pm
- Forum: Pending
- Topic: [Oxyd] Server not saving properly
- Replies: 13
- Views: 4432
Re: Server not saving properly
More logs factorio-current.log 0.000 2017-05-30 19:27:57; Factorio 0.15.16 (build 30063, linux64, headless) 2.687 Operating system: Linux (Ubuntu 16.04) 2.687 Program arguments: "/opt/factorio/bin/x64/factorio" "--server-settings" "/opt/factorio/data/server-settings.json&quo...
- Tue May 30, 2017 7:26 pm
- Forum: Desyncs with mods
- Topic: [0.15.16] Desync loop on trying to reconnect
- Replies: 5
- Views: 2619
[0.15.16] Desync loop on trying to reconnect
The problem is solved by restarting the server, but if I leave the server and try to connect (a few hours later), I am unable to connect but instead fall directly into a desync loop. Desync reports here https://www.dropbox.com/sh/sl4gofhb2nusv54/AAA6u32rFLbvPFqwRS0BYcPOa?dl=0 -- The latest one pairs...
- Mon May 29, 2017 3:23 pm
- Forum: Ideas and Suggestions
- Topic: Manually tell trains to go to disabled stations
- Replies: 3
- Views: 1504
Re: Manually tell trains to go to disabled stations
Basically what the title says. I'd like to manually be able to tell a train to go to a disabled station. For example: I have my outpost station closed if there's less than a full load of ore in the chests. But it's impossible to get there to check if the outpost is still working or if it has dried ...
- Sat May 27, 2017 3:45 pm
- Forum: Pending
- Topic: [Oxyd] Server not saving properly
- Replies: 13
- Views: 4432
Re: Server not saving properly
Still having the problem. My .15.15 logs: factorio-current.log 0.000 2017-05-27 04:01:10; Factorio 0.15.15 (build 30025, linux64, headless) 0.964 Operating system: Linux (Ubuntu 16.04) 0.965 Program arguments: "/opt/factorio/bin/x64/factorio" "--server-settings" "/opt/factor...
- Fri May 26, 2017 9:34 pm
- Forum: Pending
- Topic: [Oxyd] Server not saving properly
- Replies: 13
- Views: 4432
Re: Server not saving properly
I've had this issue before when the saves directory does not have the correct chmod and chown permissions for the user that the factrio binary is running as, I would double check this. p.s If you're running it as root, you're very naughty. I'm running in a completely stand-alone vm container that d...
- Fri May 26, 2017 3:21 am
- Forum: Ideas and Suggestions
- Topic: Manually tell trains to go to disabled stations
- Replies: 3
- Views: 1504
Manually tell trains to go to disabled stations
Basically what the title says. I'd like to manually be able to tell a train to go to a disabled station. For example: I have my outpost station closed if there's less than a full load of ore in the chests. But it's impossible to get there to check if the outpost is still working or if it has dried o...
- Sat May 13, 2017 3:35 am
- Forum: Gameplay Help
- Topic: Inserters start new stacks in trains
- Replies: 11
- Views: 3988
Re: Inserters start new stacks in trains
Shouldn't a stack fill up completely before a new one is started though? I'm getting like a stack of 78 rails and then a different inserter starts a new stack, and the stack of 78 never gets finished (based on my circuit logic telling it not to put more than 100 rails in)
- Fri May 12, 2017 11:32 pm
- Forum: Gameplay Help
- Topic: Inserters start new stacks in trains
- Replies: 11
- Views: 3988
Inserters start new stacks in trains
I'm trying to make a train loader for outpost supplies, but I'm noticing if inserter X starts a stack of item A and inserter Y starts a stack of item B, then inserter Z will start it's own stack of item A. This is causing problems where the cargo wagon has a stack of 98 rails and a separate stack of...