Search found 17230 matches: multiplayer
Searched query: multiplayer
- Fri Nov 29, 2024 10:15 pm
- Forum: Ideas and Suggestions
- Topic: Add the ability in world gen advanced Settings to disable the Advanced Logistic chests like Requester Chests.
- Replies: 2
- Views: 78
Add the ability in world gen advanced Settings to disable the Advanced Logistic chests like Requester Chests.
... feel like either for personal reasons if you don't like them or you don't want others to use them everywhere for performance reasons on a private multiplayer world or a public server (You would still be able to use personal logistics for supply and logistics trash). It would be off by default ...
- Fri Nov 29, 2024 9:09 am
- Forum: Bug Reports
- Topic: [2.0.23] Crash of client in latency mode placing ghost (with linked fluidboxes)
- Replies: 0
- Views: 78
[2.0.23] Crash of client in latency mode placing ghost (with linked fluidboxes)
... changing state from(Ready) to(Connecting) 11.833 Connection refused 11.833 Info ClientMultiplayerManager.cpp:198: Quitting multiplayer connection. 11.833 Info ClientMultiplayerManager.cpp:607: UpdateTick(18446744073709551615) changing state from(Connecting) to(Disconnected) ...
- Thu Nov 28, 2024 8:06 pm
- Forum: Not a bug
- Topic: [2.0.23] rails are randomly disappearing
- Replies: 5
- Views: 220
[2.0.23] rails are randomly disappearing
I don't know why but when i started playing multiplayer on my world rails started randomly getting destroyed.
- Thu Nov 28, 2024 7:12 pm
- Forum: Duplicates
- Topic: [2.0.21] SegmentedUnit very high CPU usage
- Replies: 9
- Views: 385
Re: [2.0.21] SegmentedUnit very high CPU usage
I'm also facing this problem. I have low FPS when connecting to a multiplayer server. FPS seems to tank when using lots of bots, but I also have 4ms SegmentedUnit and 1ms SmokeWithTrigger that's just constant. The menu says I have 153 segmented units active. ...
- Thu Nov 28, 2024 6:54 pm
- Forum: Duplicates
- Topic: [2.0.21] SegmentedUnit very high CPU usage
- Replies: 9
- Views: 385
Re: [2.0.21] SegmentedUnit very high CPU usage
I'm also facing this problem. I have low FPS when connecting to a multiplayer server. FPS seems to tank when using lots of bots, but I also have 4ms SegmentedUnit and 1ms SmokeWithTrigger that's just constant. The menu says I have 153 segmented units active. ...
- Thu Nov 28, 2024 4:24 pm
- Forum: Releases
- Topic: Version 2.0.23
- Replies: 11
- Views: 5191
Version 2.0.23
... performance in several cases. Bugfixes Fixed that clicking the "delete blueprint book" button in the same tick auto-save started as a multiplayer host would crash the game. (https://forums.factorio.com/121552) Fixed that the display panel would lose its settings when fast-replaced. ...
- Thu Nov 28, 2024 12:35 pm
- Forum: Bug Reports
- Topic: [2.0.20] Can't receive "Finish the game" achievement after catching up to 50% time in multiplayer
- Replies: 4
- Views: 269
Re: [2.0.20] Can't receive "Finish the game" achievement after catching up to 50% time in multiplayer
Have you tried the latest experimental? Curious if the fix for https://forums.factorio.com/viewtopic.php?f=11&t=121934 had any effect, or if more achievement triggers need to be manually fixed. Latest experimental (2.0.22) does not appear to resolve the issue for me. Though I only tested flying...
- Thu Nov 28, 2024 11:43 am
- Forum: Spread the Word
- Topic: Can i send Wube some money?
- Replies: 8
- Views: 4427
Re: Can i send Wube some money?
... financially lately and cannot afford to buy myself a copy sadly. I would be so incredibly and immensely grateful! Would be super down to play multiplayer with anyone who wouldn't mind having me join as well! p.s. It's hard for me to ask for any kind of handout, and it's definitely not something ...
- Wed Nov 27, 2024 10:33 pm
- Forum: Bug Reports
- Topic: [2.0.20] Can't receive "Finish the game" achievement after catching up to 50% time in multiplayer
- Replies: 4
- Views: 269
Re: [2.0.20] Can't receive "Finish the game" achievement after catching up to 50% time in multiplayer
Have you tried the latest experimental? Curious if the fix for viewtopic.php?f=11&t=121934 had any effect, or if more achievement triggers need to be manually fixed.
- Wed Nov 27, 2024 8:16 pm
- Forum: Bug Reports
- Topic: [2.0.20] Can't receive "Finish the game" achievement after catching up to 50% time in multiplayer
- Replies: 4
- Views: 269
Re: [2.0.20] Can't receive "Finish the game" achievement after catching up to 50% time in multiplayer
Same here.
After AFK'd for enough playtime in multiplayer, I travelled to the solar system edge with my player on the space platform, but I didn't get the "Second star to the right" achievement.
After AFK'd for enough playtime in multiplayer, I travelled to the solar system edge with my player on the space platform, but I didn't get the "Second star to the right" achievement.
- Wed Nov 27, 2024 2:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91][2.0.21] Crash opening rocket silo after placing, with high ping (ProductionHelper::createMaterialGuiSlot)
- Replies: 1
- Views: 302
[Rseding91][2.0.21] Crash opening rocket silo after placing, with high ping (ProductionHelper::createMaterialGuiSlot)
... changing state from(Ready) to(Connecting) 24.715 Connection refused 24.715 Info ClientMultiplayerManager.cpp:198: Quitting multiplayer connection. 24.715 Info ClientMultiplayerManager.cpp:607: UpdateTick(18446744073709551615) changing state from(Connecting) to(Disconnected) ...
- Tue Nov 26, 2024 11:00 pm
- Forum: Duplicates
- Topic: [2.0.21] Crash pasting cut belt with circuit connection (WireRendering::canDrawWiresFromEntity)
- Replies: 1
- Views: 124
[2.0.21] Crash pasting cut belt with circuit connection (WireRendering::canDrawWiresFromEntity)
... changing state from(Ready) to(Connecting) 39.556 Connection refused 39.556 Info ClientMultiplayerManager.cpp:198: Quitting multiplayer connection. 39.556 Info ClientMultiplayerManager.cpp:607: UpdateTick(18446744073709551615) changing state from(Connecting) to(Disconnected) ...
- Tue Nov 26, 2024 10:42 pm
- Forum: Bug Reports
- Topic: [2.0.21] Dragging the map in remote view jumps back for short moment to original position
- Replies: 3
- Views: 111
Re: [2.0.21] Dragging the map in remote view jumps back for short moment to original position
... Things to note: I am connected to multiplayer on a server that's hosted on a linux VM, the server is struggling slightly to keep up with our save but it's playable to us, maybe latency/slower ...
- Tue Nov 26, 2024 9:39 pm
- Forum: Not a bug
- Topic: [2.0.21] Stuck "1 entity is missing the material" only for one player
- Replies: 2
- Views: 61
[2.0.21] Stuck "1 entity is missing the material" only for one player
Context We are two players playing in multiplayer using the in-game "Host" option (no headless server). I am the host (mlomb). Problem There is a rogue "missing materials" alert that only appears to my friend (not the host). ...
- Tue Nov 26, 2024 4:52 pm
- Forum: Technical Help
- Topic: Spage Age "Failed to establish a connection to the server" constantly
- Replies: 1
- Views: 69
Re: Spage Age "Failed to establish a connection to the server" constantly
Hey there, please post your Factorio log file with the connection error messages and some details about your multiplayer setup. Are you using a dedicated server, steam multiplayer?
- Tue Nov 26, 2024 3:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.15] Crash deleting blueprint book during autosave
- Replies: 3
- Views: 470
Re: [Rseding91] [2.0.15] Crash deleting blueprint book during autosave
I was able to reproduce this issue and it's now fixed for 2.0.23. The key part I was missing was each person having this crash was the multiplayer server host. It does not happen in single player or as a peer in multiplayer.
- Tue Nov 26, 2024 3:14 am
- Forum: Balancing
- Topic: Weapon Systems are a dud
- Replies: 0
- Views: 199
Weapon Systems are a dud
So my feeling is the weapons where tooled for a multiplayer scenario where a group of people are willing to intervene every few hours when the problems show up. In single player, a lot of the stuff I'm hearing about places that are negative I feel ...
- Mon Nov 25, 2024 8:24 pm
- Forum: Pending
- Topic: [2.0.21] Multiplayer desync when placing roboport
- Replies: 1
- Views: 58
Re: [2.0.21] Multiplayer desync when placing roboport
Post the report please, see 53851
- Mon Nov 25, 2024 8:17 pm
- Forum: Pending
- Topic: [2.0.21] Multiplayer desync when placing roboport
- Replies: 1
- Views: 58
[2.0.21] Multiplayer desync when placing roboport
I was on Aquilo with lots of robots floating as there wasn't enough space in the roboports.
I then placed a few, which caused the robots to fly there. Then i got a desync.
I then placed a few, which caused the robots to fly there. Then i got a desync.
- Mon Nov 25, 2024 5:12 pm
- Forum: Technical Help
- Topic: Version mismatch between Linux and Windows Builds
- Replies: 0
- Views: 34
Version mismatch between Linux and Windows Builds
Today my friend and I get an update for factorio, however when we tried to play multiplayer we got a version mismatch between him (2.0.21, windows) and me (2.0.20, Linux)