Search found 337 matches
- Tue Jan 13, 2015 3:23 pm
- Forum: Pending
- Topic: [0.11.10] [slpwnd] MP game froze
- Replies: 9
- Views: 10560
Re: [0.11.10] MP game froze at autosave
Yes exactly. However, once we quit out of the game sometimes Factorio will crash for one or the other of us when we try to start playing again. Exiting the program and restarting it always works fine. Loading the save game itself doesn't cause an issue. In the ~3-4 hours I played with my friend the ...
- Fri Jan 09, 2015 9:28 pm
- Forum: News
- Topic: Friday Facts #68 - The trains
- Replies: 55
- Views: 40814
Re: Friday Facts #68 The trains
If it's the only station with the Name "insertnamehere", it will wait in front of the station. If there are other stations with the name "insertnamehere" around, it will calculate trough the wheighting system, whether it's better to go to the next free station or to wait. edit: ...
- Fri Jan 09, 2015 8:42 pm
- Forum: News
- Topic: Friday Facts #68 - The trains
- Replies: 55
- Views: 40814
Re: Friday Facts #68 The trains
If a train stop is blocked and the train decides to go around it, what happens to the train's schedule? Is it still going to that stop and it'll drive around the network until it gets back to it? Or does it skip that stop and go to the next stop in the schedule? Also, since some discussion has been ...
- Wed Jan 07, 2015 5:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.10] [cube] Multiplayer Rolling Desync
- Replies: 21
- Views: 9275
Re: [0.11.10] Multiplayer Rolling Desync
I think when a desync happens it might create a folder with debugging data in %appdata%/Factorio/? If so, including that and the factorio-current.log files might help the developer locate/fix it, if he can't reproduce the desyncs himself.
- Tue Jan 06, 2015 11:34 pm
- Forum: General discussion
- Topic: Reducing savegame size/disabling replays
- Replies: 17
- Views: 21119
Re: Reducing savegame size/disabling replays
Oh man, if that replay data is only needed for replays and a game could be configured to disable replay, that'd be sweet for multiplayer with lots of players.
- Tue Jan 06, 2015 11:33 pm
- Forum: Not a bug
- Topic: [0.11.10] Moar inserters bug
- Replies: 2
- Views: 1670
Re: [0.11.10] Moar inserters bug
Is fast-close-inserter a mod item? You might be able to change the mod to have some different values as discussed here to fix this problem:
https://forums.factorio.com/forum/vie ... =10#p62043
https://forums.factorio.com/forum/vie ... =10#p62043
- Tue Jan 06, 2015 11:16 pm
- Forum: Pending
- Topic: [0.11.10] [slpwnd] MP game froze
- Replies: 9
- Views: 10560
[0.11.10] [slpwnd] MP game froze
No autosave was written to the system, host (me) just froze up. Could hit ESC to get to the menu but after waiting a minute I went ahead and used Quit Game. At that moment's my friend's factorio.exe crashed. Log file is attached if that helps at all (log file from me as the host). Edit: Actually, I'...
- Tue Jan 06, 2015 11:11 pm
- Forum: Releases
- Topic: Version 0.11.10
- Replies: 29
- Views: 48773
Re: Version 0.11.10
Continued the MP .8 game we've been doing and first autosave that happened froze the game. We waited a bit, no help, so when I as host hit 'quit game' the other player's client crashed to desktop. I'm looking for any sort of log file I might be able to upload as a full bug report.
- Tue Jan 06, 2015 6:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.8][kovarex] Train stops with "no path" error
- Replies: 14
- Views: 13437
Re: [0.11.8][kovarex] Train stops with "no path" error
MagLev trains, here we come!kovarex wrote:Thank you for the report, I don't need any more info, I know what the problem is and I can reproduce it easily now (when I change locomotives to be super high speed).
I'm working on a solution.
- Tue Jan 06, 2015 5:57 pm
- Forum: Releases
- Topic: Version 0.11.10
- Replies: 29
- Views: 48773
Re: Version 0.11.10
Yeah but the release comments/discussions aren't really bug reports per se. It's best to post actual bug reports in the bug report forum for organization/tracking purposes.Ekelbatzen wrote:Is he probably referring to this post from the 0.11.9 thread?
- Tue Jan 06, 2015 1:45 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.5] [cube] GLIBC_2.16 problem for ubuntu 12.04
- Replies: 24
- Views: 11959
Re: [0.11.5] Compiled with GLIBC_2.16 problem for ubuntu 12.
Perhaps he could offer a linux download choice for a statically linked version.
- Mon Jan 05, 2015 7:40 pm
- Forum: General discussion
- Topic: (Important) Has the train pathing changed?
- Replies: 6
- Views: 3678
Re: (Important) Has the train pathing changed?
I think I understand the explanations and issue now. If all paths are red 2 steps away, it just uses the shortest path (or whatever method of choosing a route) and that's why the train is blocking. The end destination is red and some of the intermediate switching tracks are red or green, basically l...
- Mon Jan 05, 2015 5:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] copying smart inserter settings jams the inserter
- Replies: 2
- Views: 1096
Re: [0.9.8] copying smart inserter settings jams the inserte
The linked post says resolved, so maybe this post should also be moved out of known issues to resolved.
- Mon Jan 05, 2015 4:53 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.15] [slpwnd] MP saves in wrong location if not host
- Replies: 1
- Views: 2120
[0.11.15] [slpwnd] MP saves in wrong location if not host
My friend and I have noticed that whenever we save, the non host player saves to a temp directory instead of saves/ by default. You end up needing to navigate up to the saves folder before saving. We are in the habit of both saving the game before quitting for the night which is why we noticed it.
- Tue Dec 30, 2014 7:54 pm
- Forum: Multiplayer
- Topic: Can't connect to a 50+ hour game
- Replies: 5
- Views: 10999
Re: Can't connect to a 50+ hour game
A friend and I have a similar problem in x.8 that it will crash within 10-15 seconds of my joining. Doesn't seem to matter what/where we build, just crashes out to desktop very quickly.
Does uploading the save file actually help with the debugging process? If so we can try to sort out how to do that.
Does uploading the save file actually help with the debugging process? If so we can try to sort out how to do that.
- Tue Dec 16, 2014 6:56 pm
- Forum: Minor issues
- Topic: Power production and accumulators
- Replies: 1
- Views: 4419
Power production and accumulators
My friend disagrees with me that this is a bug, but it drives me up the wall. In a nutshell, if your accumulators are fully charged then your bar line on the power page showing % of available power production being used will be based on your max power production plus the maximum draw from the accumu...
- Fri Dec 12, 2014 4:28 pm
- Forum: Ideas and Suggestions
- Topic: Production screen, and save energy setting
- Replies: 2
- Views: 1205
Production screen, and save energy setting
On the production screen, some sort of collapsed version where a single resource isn't on both sides would be really helpful. That is, show Copper Plate as a single entry with demand/production both next to each other or even on a single line of sorts. Maybe colored green if prod > use or red if pro...