Search found 19 matches
- Fri May 17, 2019 6:39 pm
- Forum: Technical Help
- Topic: Make factorio use pulse instead of alsa
- Replies: 2
- Views: 1646
Re: Make factorio use pulse instead of alsa
I have faced the same problem after a system update. OSS has been removed from the recent kernel and was deprecated for quite some time. Not all users have PulseAudio, yet it is quite common. If you are using steam and lazy typing that padsp each time you can add it to your launch options: padsp %co...
- Thu Jul 12, 2018 6:29 am
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 55144
Re: Friday Facts #250 - Dead end conclusion
Blueprints as items give more flexibility when you need to make copies. Copies just for this game and copies without some of the entities on a blueprint On the other hand blueprint menu allows to have submenus, while you can't put books into books... Useful if you have a big blueprint that consists ...
- Sun Mar 04, 2018 1:36 am
- Forum: Ideas and Requests For Mods
- Topic: Is a factorio AI theoretically possible?
- Replies: 6
- Views: 5305
Re: Is a factorio AI theoretically possible?
I like the AI idea for factorio. There are some implementations that might be quite interesting. 1) Watch the bot do it. So you can program the AI, adjust some parameters and then just watch it at lets say 10 times speed. 2) In separate spawns scenario you can play with bots and maybe add some inter...
- Mon Jan 08, 2018 5:18 am
- Forum: Resolved Problems and Bugs
- Topic: Recipe change with blueprints leads to broken mechanics
- Replies: 2
- Views: 2616
Re: Recipe change with blueprints leads to broken mechanics
1) Why there is no power? Because no steam, reactors stopped running, because the inserter does not put fuel in it anymore(someone set the condition remotely and it shows it was me...) 2) I finally got 40 u235 and started the process, but it just stopped in front of my eyes and disappeared without a...
- Mon Jan 08, 2018 4:54 am
- Forum: Resolved Problems and Bugs
- Topic: Recipe change with blueprints leads to broken mechanics
- Replies: 2
- Views: 2616
Recipe change with blueprints leads to broken mechanics
One of the features in the beta 0.16 is the ability to change entity properties using blueprints. In vanilla player has a very limited reach, but this new feature makes it unlimited. You can remotely set conditions on everything(just place an entity near you, make the blueprint of it and then apply ...
- Sat Oct 28, 2017 3:58 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 65943
Re: Friday Facts #214 - Concrete rendering
Well, I just want to let you know how the real concrete looks like. There are tiles AND it is on the same level as everything else.
Concrete for people
Concrete for cars
Smooth Bricks
Concrete, grass, bricks and pavement
Bricks for cars
Bricks for people
- Wed Jul 05, 2017 10:31 am
- Forum: Mods
- Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
- Replies: 93
- Views: 92462
Re: [MOD 0.12.x] Compression Chests: virtually unlimited storage
I hope this mod gets ported to 0.15. I really liked it in 0.14. It is quite unique and useful. Some other mods allow to compress materials, but that breaks the transportation mechanics of the game(so you can transport too much). Or some mods that have increased storage space. Increased is not virtua...
- Wed May 24, 2017 6:48 am
- Forum: Resolved Problems and Bugs
- Topic: factorio crashed (InputActionDefragmenter.cpp:92: An input action fragment is missing)
- Replies: 13
- Views: 7214
Re: factorio crashed (InputActionDefragmenter.cpp:92: An input action fragment is missing)
I did some experimenting with that save. Looks like it does not matter what blueprint I make, and blueprint I tried to make crashes the game when I try to put it in any blueprint book in my blueprint library. If I place the blueprint in the library(not in a book) then it looks like I can't crash the...
- Wed May 24, 2017 6:05 am
- Forum: Resolved Problems and Bugs
- Topic: factorio crashed (InputActionDefragmenter.cpp:92: An input action fragment is missing)
- Replies: 13
- Views: 7214
Re: factorio crashed (InputActionDefragmenter.cpp:92: An input action fragment is missing)
Here is the blueprint that crashed the server both times. I did not assign it any name, was just holding it in my hand, opened the blueprint library with a hotkey and right clicked on "Belts" book which resulted in a crash. That same action crashed the server twice in a row. EDIT: P.S. Rep...
- Wed May 17, 2017 12:03 pm
- Forum: Pending
- Topic: [0.15.11][Linux] Factorio get frozen on "Opening socket"
- Replies: 1
- Views: 1062
[0.15.11][Linux] Factorio get frozen on "Opening socket"
I launched factorio and started browsing multiplayer games. After sometime of browsing available games it just get frozen, termination signal did not end the process, so I had to send a kill signal to shutdown the app.
Here is the log.
Here is the log.
- Fri May 05, 2017 3:57 pm
- Forum: Releases
- Topic: Version 0.15.7
- Replies: 72
- Views: 48007
Re: Version 0.15.7
Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system. NOOOO!!! My station will not upgrade fuel type(wood -> coal -> solid -> rocket) of my trains anymore... So I will have to manually open every single locomotive t...
- Tue May 02, 2017 8:30 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.5] Desync, construction bots are gone
- Replies: 1
- Views: 1150
[0.15.5] Desync, construction bots are gone
Hi there. I was playing a multiplayer game with a custom scenario(Oarc official). I had a power armor mk2 with 10 personal roboports mk2 and 200 construction robots in my inventory. I had logistic network with 100 construction robots and 0 logistic robots. I used deconstruction planner on some of my...
- Sun Apr 30, 2017 9:40 am
- Forum: Duplicates
- Topic: [15.4] Clients crash on: "InputActionDefragmenter.cpp:92: An input action fragment is missing"
- Replies: 2
- Views: 1640
[15.4] Clients crash on: "InputActionDefragmenter.cpp:92: An input action fragment is missing"
I was playing a mutliplayer with a custom scenario on a public server. I was not doing anything special(at least I think so), I was playing with some blueprints and blueprint library, then I was doing literally nothing, game shows notification that someone disconnects and game crashes. According to ...
- Wed Apr 26, 2017 5:19 am
- Forum: Resolved Problems and Bugs
- Topic: Crash with blueprint book MP interaction on: "BlueprintBookHeader::getRealLabel"
- Replies: 7
- Views: 3123
Re: [0.15.2] Crash on connecting to multiplayer (blueprints)
I think I have the same bug(my description would be exactly the same) on a different platform. I was able to reconnect to the server after some time though, so it might be related to some players and their blueprints present on the server when blueprint window gets open with "B"(or it is a...
- Tue Apr 26, 2016 9:06 pm
- Forum: Ideas and Suggestions
- Topic: Suit charger or portable device charger
- Replies: 4
- Views: 2805
Re: Suit charger or portable device charger
The thing is that I think there are reasons power armors have limited space. Like force people to make choices. Choice between 10 portable roboports, 10 exoskelettons, 10 fusion reactors, ... I mean you could have a power armor with 4 roboports only, which would free some space for more fusion reac...
- Mon Apr 25, 2016 12:39 am
- Forum: Ideas and Suggestions
- Topic: Suit charger or portable device charger
- Replies: 4
- Views: 2805
Suit charger or portable device charger
There are several situations when this would be extremely useful and convenient! I have a suit with 10 portable roboports. Each has 700 kW charging rate... My portable reactor provides 35kW. Even with 3 reactors it would take REALLY LONG time to charge. All that time I would not be able to use my ex...
- Sun Apr 24, 2016 11:26 pm
- Forum: Balancing
- Topic: The obsolete turret problem
- Replies: 34
- Views: 17555
Re: The obsolete turret problem
50% shorter range than lasers is what makes turrets obsolete. Nothing less, nothing more. No, not at all. A combination of both is nice. Gun Turrets front, Laser Turrets right behind, and no matter what big waves are coming -> short work, without lasers getting in trouble due to low firing speed. O...
- Sun Mar 27, 2016 2:44 am
- Forum: Mods
- Topic: [MOD 0.12.X] Equivalent Exchange
- Replies: 45
- Views: 54904
Re: [MOD 0.12.X] Equivalent Exchange
I played it a bit. I think it is a good idea. I had around 1 million coal(I am really glad they have those combinators in the game) stored in my factory before I downloaded the mod. I was quite happy to convert it to EMC after a couple of research and then make some steel(I was really short on iron ...
- Tue Mar 15, 2016 3:59 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 203652
Re: Friday Facts #128 - Back down to earth
I do not see the usefulness of this loader in my factory... Some say it might be overpowered, but for me it looks just redundant. The only use I can think of - if I place a chest in a wrong place and it is full of staff, but I would just use a car for that. It would be much more useful to have some ...