Another example if this minor is addressed someday.
Search found 16 matches
- Wed Apr 17, 2019 7:31 am
- Forum: Minor issues
- Topic: [0.13.15] Rail signal circuit render layer order wrong.
- Replies: 3
- Views: 1602
- Wed Apr 17, 2019 7:22 am
- Forum: Duplicates
- Topic: Rail over cliff does not trigger bot to use cliff explosive
- Replies: 3
- Views: 2001
Re: Rail over cliff does not trigger bot to use cliff explosive
If you don't have cliff explosives in your inventory, they will still swarm out and get stuck. It's a little annoying because you have to collect them by hand then.
- Fri May 05, 2017 3:58 pm
- Forum: Not a bug
- Topic: require_user_verification=false will be ignored
- Replies: 2
- Views: 2066
Re: verify_user_identity=false will be ignored
The setting was changed to "require_user_verification" a while ago. Ah, sorry, has booth in my config meanwhile from testing with but also with only "require_user_verification" same result. Edit: I was able to make it work with a new fresh installation on 0.15.9. If I find time ...
- Fri May 05, 2017 3:42 pm
- Forum: Not a bug
- Topic: require_user_verification=false will be ignored
- Replies: 2
- Views: 2066
require_user_verification=false will be ignored
The server setting "verify_user_identity": false will be ignored from the server. I already observed this behavior with v0.14.x but waited for the 0.15.x to make sure. Output: 34.099 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(xxx.xxx.xxx.xxx:53801) 34.099 Ref...
- Sat Oct 15, 2016 12:26 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 128777
Re: Friday Facts #160 - Playtesting
I often get trouble with defending all my small outposts. Without a hangar and full robot-system I need to revisit them every 10 min to repair towers and refill ammunition in the gap till laser-towers are ready for mass-production. I wish for a possibility to automatically repair/supply small outpos...
- Fri Jul 15, 2016 8:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.9] [Pending] Import savegame
- Replies: 5
- Views: 3602
Re: [0.13.9] [Pending] Import savegame
Why does your server have "2014-01-09_Factorio_0.9.0.json"? That's a looong since deleted migration script that shouldn't be on the server. The server was used for a long time and only updated every time. Seems like old files in data-folder produce this problem. Did a fresh install -> wor...
- Fri Jul 15, 2016 7:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.9] [Pending] Import savegame
- Replies: 5
- Views: 3602
Re: [0.13.9] Import savegame
No. It's a fresh 0.13.x map I played with 0.13.8 today. Edit: Like you can see in the log 2.017 Info Scenario.cpp:127: Map version 0.13.8-1 Edit2: The map was original created with an 0.13.6 Linux headless server and updated till version 0.13.8. Now I uploaded the autosave (created with my Windows-f...
- Fri Jul 15, 2016 7:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.9] [Pending] Import savegame
- Replies: 5
- Views: 3602
[0.13.9] [Pending] Import savegame
I want to import a savegame from my Windows-PC to host it with a headless server. Then starting the savegame it crashs with this output: 2.004 Loading map ../../saves/xxxxx.zip 2.017 Info Scenario.cpp:127: Map version 0.13.8-1 2.020 Info PrototypeMigrationList.cpp:87: Activating migration base/2014-...
- Fri Jul 01, 2016 7:39 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.13.3 Headless server workaround
- Replies: 25
- Views: 16315
- Fri Jul 01, 2016 7:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.3] - headless broken - Error Util.cpp:57: No such node
- Replies: 4
- Views: 1803
Re: [0.13.3] - headless broken - Error Util.cpp:57: No such node
Same here with Debian Jessie
- Fri Jul 01, 2016 7:07 pm
- Forum: Releases
- Topic: Version 0.13.3
- Replies: 47
- Views: 32934
Re: Version 0.13.3
Get problems with starting headless-server: "1.967 Error Util.cpp:57: No such node (application_version)"
Edit: TempFix till 0.13.4: viewtopic.php?f=3&t=27873&p=176353#p176353
Edit: TempFix till 0.13.4: viewtopic.php?f=3&t=27873&p=176353#p176353
- Sat Jul 25, 2015 8:32 am
- Forum: Duplicates
- Topic: [0.12.1] concrete deconstruction graphic bug
- Replies: 1
- Views: 3568
[0.12.1] concrete deconstruction graphic bug
At deconstruction of concrete changeover from remaining concrete to biome-texture isn't generated.
- Fri Nov 14, 2014 9:21 pm
- Forum: News
- Topic: Friday Facts #60 - Tests all around
- Replies: 11
- Views: 22008
Re: Friday Facts #60 - Tests all around
Sounds goodTomas wrote:"headless" (no graphics) servers for multiplayer
- Sat Nov 08, 2014 10:21 am
- Forum: News
- Topic: Friday Facts #59 - The new office
- Replies: 22
- Views: 33312
Re: Friday Facts #59 - The new office
The monitor at the left side, a Dell U2412M... good choise
- Fri Oct 31, 2014 6:05 pm
- Forum: News
- Topic: Friday Facts #57 - One week left
- Replies: 122
- Views: 70027
Re: Friday Facts #57 - One week left
Nice! But German language crash the game because of double entry: building-while-running-title=Bauen und Rennen building-while-running-text=Der schnellste Weg um Anlagen in einer Linie zu bauen, wie Fließbänder oder Rohre, ist "__CONTROL__build__ building-while-running-title=Bauen während der ...
- Fri Oct 31, 2014 5:37 pm
- Forum: Releases
- Topic: Version 0.11.0
- Replies: 81
- Views: 105565
Re: Version 0.11.0
Nice! But German language crash the game because of double entry: building-while-running-title=Bauen und Rennen building-while-running-text=Der schnellste Weg um Anlagen in einer Linie zu bauen, wie Fließbänder oder Rohre, ist "__CONTROL__build__ building-while-running-title=Bauen während der B...