Search found 8359 matches

by Loewchen
Sun Feb 07, 2016 9:21 pm
Forum: Multiplayer
Topic: [Public/Europe] Dedicated Server
Replies: 331
Views: 141414

Re: [Public/Europe] Dedicated Server [0.12.22/Vanilla]

shachar2 wrote:
Ores: Low/Small/Poor
means that after the enemy populate the entire map the game's over because you have to keep pushing for really tiny ponds of iron ore
You obviously don't know how incredible good we are 8-)
by Loewchen
Sun Feb 07, 2016 8:11 pm
Forum: Multiplayer
Topic: big map, desync problem
Replies: 8
Views: 37363

Re: big map, desync problem

antimate wrote:my computer froze as the map was loading onto my friends computer.
That is completely normal.

Chances are that this is mod related especially since you have some deactivated and not removed, but w/o the report there is nothing to go on sadly.
Greetings, Loewchen
by Loewchen
Sun Feb 07, 2016 3:58 pm
Forum: Multiplayer
Topic: big map, desync problem
Replies: 8
Views: 37363

Re: big map, desync problem

Could you upload the complete Desync Report (should be in the archive folder, either in your installation directory or somewhere here: C:/Users/user/AppData/Roaming/Factorio it looks like this: desync-report-2016-02-03-12-41-22.zip ) somewhere publicly accessible like dropbox or googleDrive. Thx. A ...
by Loewchen
Sun Feb 07, 2016 1:13 pm
Forum: Gameplay Help
Topic: How does resistence work?
Replies: 3
Views: 11653

Re: How does resistence work?

That doesnt work for me. Yea for me neither...but I have still other values :? The simple case (decrease < damage) seems to be w/o deviation: (damage - decrease)*(1-percentage) both values always applied The other one (decrease >= damage) is about 1/100 above this: 1/(2 + decrease - damage)*(1-perc...
by Loewchen
Sun Feb 07, 2016 9:48 am
Forum: Technical Help
Topic: Constant Desync on Join (increasing map size)
Replies: 7
Views: 21938

Re: Constant Desync on Join (increasing map size)

Could you upload the complete Desync Report (should be in the archive folder, either in your installation directory or somewhere here: C:/Users/user1/AppData/Roaming/Factorio ) somewhere publicly accessible like dropbox or googleDrive. Thx. I attached a version of the debug log in the post above, b...
by Loewchen
Sun Feb 07, 2016 12:06 am
Forum: Gameplay Help
Topic: How does resistence work?
Replies: 3
Views: 11653

Re: How does resistence work?

Taken damage is the lower of:
  • damage - (damage * percentage)
  • damage - decrease [for decrease < damage] or 1/(2 + decrease - damage) [for decrease >= damage]
by Loewchen
Sat Feb 06, 2016 11:35 pm
Forum: Technical Help
Topic: Constant Desync on Join (increasing map size)
Replies: 7
Views: 21938

Re: Constant Desync on Join (increasing map size)

Could you upload the complete Desync Report (should be in the archive folder, either in your installation directory or somewhere here: C:/Users/user1/AppData/Roaming/Factorio ) somewhere publicly accessible like dropbox or googleDrive. Thx. Some things to try: make sure you removed all unused mods f...
by Loewchen
Fri Feb 05, 2016 10:01 pm
Forum: News
Topic: Friday Facts #124 - Steam Status I
Replies: 121
Views: 108945

Re: Friday Facts #124 - Steam Status I

Brambor wrote:[...] unfortunately I do not know the release day.
The 25th of February is the steam release day.
by Loewchen
Fri Feb 05, 2016 7:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.20] [kovarex] Desync in Multiplayer w/ headl. Server w/o mods.
Replies: 17
Views: 36910

Re: [0.12.20] [kovarex] Desync in Multiplayer w/ headl. Server w/o mods.

If there is some reproducible way to get desync or any other hint, I would appreciate it. We literally spend weeks trying to reproduce it after we knew the Beacons affect Steel furnace bug https://forums.factorio.com/forum/viewtopic.php?f=11&t=16634 was fixed, but since we have no server of our...
by Loewchen
Fri Feb 05, 2016 5:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.20] [kovarex] Desync in Multiplayer w/ headl. Server w/o mods.
Replies: 17
Views: 36910

Re: [0.12.20] [kovarex] Desync in Multiplayer w/ headl. Server w/o mods.

Yttrium wrote:Why are you using 12.20 instead of 12.22?
I am not the host, I can only assume he prefers the stable update channel.
by Loewchen
Wed Feb 03, 2016 1:28 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.20] [kovarex] Desync in Multiplayer w/ headl. Server w/o mods.
Replies: 17
Views: 36910

[0.12.20] [kovarex] Desync in Multiplayer w/ headl. Server w/o mods.

There is still a desync producing bug, I found it on different servers with and without mods. I only present one desync report with a server w/o mods. If you want me to upload desync reports of moded servers as well, I would be happy to, but they are old and I can not guaranty that some of them migh...
by Loewchen
Sat Jan 30, 2016 2:37 pm
Forum: Pending
Topic: [0.12.20] [save-needed] crash: Inserter::draw -> DrawQueue::drawScaled
Replies: 4
Views: 12757

Re: [0.12.20] crash: Inserter::draw -> DrawQueue::drawScaled

hebgeennaam1 wrote:i cannot update to 0.12.22 it doesn't show up when i check for updates.
hebgeennaam1 wrote:129.966 Some core updates would be reachable if experimental updates were enabled.
129.966 0 packages available to download (experimental updates disabled).
by Loewchen
Fri Jan 29, 2016 7:37 pm
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 75519

Re: Friday Facts #123 - Better circuit network (Part 2)

Could the smart-inserter get the same exemption as the lamp please?!
Placing this connector thingy aside every inserter that I want to control with the circuit network would use up lots of space, sounds tedious and looks confusing!
by Loewchen
Tue Jan 26, 2016 9:11 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.22] [kovarex] Repairing a tree
Replies: 3
Views: 14026

Re: Repairing a tree

Please post the version of the game so we can try to reproduce the bug.
by Loewchen
Sat Jan 23, 2016 3:37 pm
Forum: Technical Help
Topic: Missing items picture
Replies: 2
Views: 10099

Re: Missing items picture

Stating the obvious: 1.359 Created atlas bitmap 8192x110 This seems to be too small. There have been problems with Linux and intel graphics in the past, but it did not look exactly like your problem. You could give this one a try: https://forums.factorio.com/forum/viewtopic.php?f=7&t=1991&p=...
by Loewchen
Wed Jan 20, 2016 11:54 am
Forum: Resolved Problems and Bugs
Topic: [0.12.20] - Multiplayer - Logistics Request disappearing
Replies: 2
Views: 6807

Re: [0.12.20] - Multiplayer - Logistics Request disappearing

I saw https://forums.factorio.com/forum/viewtopic.php?f=11&t=18486 was resolved for 0.12.20, so I guess it's not the same bug. Or does that name mean the bug is in 0.12.20 and fixed for later versions? The problem is fixed in the "experimental" release 12.21, that you can already down...
by Loewchen
Thu Jan 07, 2016 12:52 am
Forum: Not a bug
Topic: train got NO PATH, but all ok [0.12.20]
Replies: 6
Views: 18481

Re: train got NO PATH, but all ok [0.12.20]

This video here explains Block signals quite well, especially two way tracks.
If you watch it and still don't know how it works, then you should make a new post on reddit. This really does not belong here and hardly anyone is going to find this post in the Not a bug subforum.

Greetings
Loewchen
by Loewchen
Tue Jan 05, 2016 11:36 pm
Forum: Not a bug
Topic: train got NO PATH, but all ok [0.12.20]
Replies: 6
Views: 18481

Re: train got NO PATH, but all ok

There are at least two signals in the wrong direction for the train to reach the "steel" station. http://i.imgur.com/i8FHy7D.jpg Remove those or add one on the opposite side for the train to pass. In general it is better to have one track for each direction when you use more than one train...
by Loewchen
Fri Jan 01, 2016 3:06 am
Forum: Technical Help
Topic: Pink'n'black
Replies: 5
Views: 15014

Re: Pink'n'black

If the problem persists you should try to force openGl, see here: https://forums.factorio.com/forum/viewtop ... f=7&t=9300

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