Search found 418 matches
- Thu May 19, 2016 4:56 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Pavement Drive Assist
- Replies: 30
- Views: 18090
Re: [MOD 0.12.x] Pavement Drive Assist
Hey, it appears i published a mod that reminds yours alot https://forums.factorio.com/viewtopic.php?f=92&t=25501 MIT licence is good, feel free to compare and check if there is something you would like to do differently if want to. It is just alot simpler it seems, not tracking on where it's dri...
- Thu May 19, 2016 4:31 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 42822
[MOD 0.17] VehicleSnap
Type: Mod Name: VehicleSnap Description: Snaps vehicle's driving angle License: MIT License Version: 1.17.0 Updated: 2019-2-26 Tested-With-Factorio-Version: 0.17.0+ Category: Helper Tags: Car, Driving, Drive assist Download-Url: https://mods.factorio.com/mods/Zaflis/VehicleSnap (Factorio 0.14) Vehic...
- Sun May 15, 2016 8:14 am
- Forum: Not a bug
- Topic: Severe screen flashing due to out of energy
- Replies: 7
- Views: 2880
Re: Severe screen flashing due to out of energy
Then out of the blue 1 day GPU decided to stop working completely while i wasn't even playing anything. I guess it was a hardware issue then, everything's back up and running though on new gpu.
- Thu May 12, 2016 2:14 pm
- Forum: Show your Creations
- Topic: Progress on my new Factory (formerly: help me fix it)
- Replies: 19
- Views: 8188
Re: Help Fix My Base?
1) Not sure what you mean by "ragged". Blue belts are faster than the few (non-upgraded) factories you had pulling iron. So it's natural that you'll see iron move in a fashion of move, stop, move, stop... rapidly. I don't see that as an issue, all the belts were 100% full for what i could ...
- Thu May 12, 2016 8:34 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 545570
Re: Let's see your clever builds
Using Warehousing (3x3 and 5x5 provider and requester warehouses etc.) and Advanced-Inserters (2 faster tier inserters) i made this for circuits. It's eating a rediculous amount of iron and especially copper:
- Mon May 02, 2016 7:58 am
- Forum: Not a bug
- Topic: Severe screen flashing due to out of energy
- Replies: 7
- Views: 2880
Re: Severe screen flashing due to out of energy
Wow, i've never had the fans go that loud... But i ran furmark for 4 minutes and it settled to 75 C with 100% gpu utilization. CPU was even cooler than that, and no artifacts.
- Mon May 02, 2016 6:15 am
- Forum: Not a bug
- Topic: Severe screen flashing due to out of energy
- Replies: 7
- Views: 2880
Re: Severe screen flashing due to out of energy
Surely it's something to do with Factorio? It's never happened with other game or software, and it's only during specific events within Factorio. Normally even endgame base stays stable for as long as i care to keep game open, 10+ hours straight. As far as i understand hardware problems, they would ...
- Mon May 02, 2016 12:38 am
- Forum: Not a bug
- Topic: Severe screen flashing due to out of energy
- Replies: 7
- Views: 2880
Re: Severe screen flashing due to out of energy
1) Yes i realized that aswell. The pixelized screen is what i think an after-effect from the power outage, he didn't have biter alarm on during the flash. I had this too, until it froze the system. There can be multiple flashes like that, it's like something broke in graphics earlier on. Some might ...
- Sun May 01, 2016 11:41 pm
- Forum: Not a bug
- Topic: Severe screen flashing due to out of energy
- Replies: 7
- Views: 2880
Severe screen flashing due to out of energy
I'm not sure where this belongs, to suggestions or bug reports. I don't have much of details to give you. Here is 1 example on a video https://youtu.be/bPTm5-wtrZQ?t=1715 at somewhere around 28:40 his screen pixelizes in a bad way, and he seems to complain about his graphics bugs in the voice some p...
- Fri Apr 29, 2016 1:48 pm
- Forum: Ideas and Suggestions
- Topic: MP Dedicated Server - Autosave when no players are connected
- Replies: 6
- Views: 2842
Re: MP Dedicated Server - Autosave when no players are connected
But yes i agree with you that it should be saving at least once after players leave.
Ok after tested the saving myself on 0.12.31 server i can confirm it doesn't work how we would like it to. It's not autosaving at all after players leave, even if quick visit is done after long time of not saving.
Ok after tested the saving myself on 0.12.31 server i can confirm it doesn't work how we would like it to. It's not autosaving at all after players leave, even if quick visit is done after long time of not saving.
- Fri Apr 29, 2016 12:45 pm
- Forum: Ideas and Suggestions
- Topic: MP Dedicated Server - Autosave when no players are connected
- Replies: 6
- Views: 2842
Re: MP Dedicated Server - Autosave when no players are connected
Not exactly sure when it autosaves, but when another player joins it propably notices that it's been more than the 10 minutes since last save. And it can't crash when paused when it's not doing anything. Also the scenario that there would be multiple visits on server shorter than the autosave freque...
- Thu Apr 28, 2016 10:06 pm
- Forum: Ideas and Suggestions
- Topic: MP Dedicated Server - Autosave when no players are connected
- Replies: 6
- Views: 2842
Re: MP Dedicated Server - Autosave when no players are connected
The server supports all sorts of arguments, what i'm using is Factorio.exe --start-server Modded1.zip -c D:\pelit\Factorio\config-server.ini --no-auto-pause --latency-ms 110 --autosave-interval 10 --autosave-slots 5 So if you add the --no-auto-pause, it will keep autosaving when no players are on. W...
- Thu Apr 28, 2016 9:49 pm
- Forum: Pending
- Topic: [12.29] [Pending] Headless Server Hangs
- Replies: 5
- Views: 1617
Re: [12.29] [Pending] Headless Server Hangs
So far server been on for some hours on 0.12.31 and i haven't seen the problem appear. But i'll let you know if it does.
- Thu Apr 28, 2016 2:38 am
- Forum: Ideas and Suggestions
- Topic: Conveyor belt blocker
- Replies: 12
- Views: 7061
Re: Conveyor belt blocker
So in essence underground belt placed sideways already is a belt blocker, such that was requested in original post? I didn't know that's possible though, good stuff.
edit: And only now i understood sporefreak's picture
edit: And only now i understood sporefreak's picture
- Thu Apr 28, 2016 12:46 am
- Forum: Pending
- Topic: [12.29] [Pending] Headless Server Hangs
- Replies: 5
- Views: 1617
Re: [12.29] Headless Server Hangs
Now it happened again. Maybe it's because of the argument that makes server not pause itself? I've already confirmed that time has moved and progress has been made on server while i'm gone so something does work. New log from server that was restarted, i made few connections at start but it didn't b...
- Thu Apr 28, 2016 12:14 am
- Forum: Pending
- Topic: [12.29] [Pending] Headless Server Hangs
- Replies: 5
- Views: 1617
Re: [12.??] Headless Server Hangs
Kind of guessed afterwards this might belong to new thread. Anyway it is a new thing and it only happened once so far, i can't reproduce it at least on short notice. Server does auto-save while no players are online, correct? I don't know if i have the correct log file for the client because i propa...
- Wed Apr 27, 2016 11:46 pm
- Forum: Pending
- Topic: [12.29] [Pending] Headless Server Hangs
- Replies: 5
- Views: 1617
[12.29] [Pending] Headless Server Hangs
I had dedicated server (on Windows 10) hang too today. Appeared so that i left the server for some time, and when i was trying to connect to it i couldn't. I hit Ctrl+C in the console window and to my surprise it didn't kill the server, propably just interrupted some task it was doing? I tried joini...
- Sun Apr 24, 2016 12:56 am
- Forum: Mods
- Topic: [MOD 0.12.x] Big Bertha - Artillery Turret
- Replies: 13
- Views: 10354
Re: [MOD 0.12.x] Big Bertha - Artillery Turret
It seems this mod is not compatible with Advanced Turrets, they're using same name "sniper_turret" in item
viewtopic.php?f=93&t=18581
viewtopic.php?f=93&t=18581