Hey, I just tried to join the server and everything, well, died. I can't join teamspeak:
<22:07:22> Trying to resolve hostname ts.sugaming.us
<22:07:31> Failed to resolve hostname 'ts.sugaming.us'
Nor can I ping / join the server. What happened?
Search found 49 matches
- Mon Jul 27, 2015 4:10 am
- Forum: Multiplayer
- Topic: [Vanilla|0.14|US] SUG Dedicated Server
- Replies: 416
- Views: 192486
- Fri Jul 10, 2015 8:40 pm
- Forum: News
- Topic: Friday facts #94 - No 0.12 Release today
- Replies: 116
- Views: 74956
Re: Friday facts #94 - No 0.12 Release today
Ah man, was looking forward to playing this during the commute to the US next week :P. Love the tshirt idea, I'll totally buy one. Also, congrats on planning to get married, hope that goes wonderful for you! Perhaps you can do weekly 'unstable' releases, where we get to test out new features, but th...
- Tue Feb 18, 2014 3:29 am
- Forum: Releases
- Topic: Version 0.9.0
- Replies: 62
- Views: 49502
Re: Version 0.9.0
After debugging this release, can you work on multiplayer? Many of my friends have tried the demo and liked the concept, but they'd rather buy it when multiplayer comes out.
- Sun Feb 16, 2014 2:17 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.0] Factorio Crashes when Save Game is Loaded
- Replies: 7
- Views: 4816
Re: [0.9.0] Factorio Crashes when Save Game is Loaded
I'm unsure if this bug is caused because of the AMD HD 5700 series GPU, or if my save has been corrupted. The game crashes upon loading the save with 'Segmentation fault (core dumped)', Specs: 64 bit Generic Linux 13.10 Ubuntu Desktop 64 bit, running in a VM. The game also crashes when running 32 bi...
- Sat Feb 15, 2014 8:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.0] Factorio Crashes when Save Game is Loaded
- Replies: 7
- Views: 4816
[0.9.0] Factorio Crashes when Save Game is Loaded
Hello, I've played the new experimental version of Factorio for quite a bit now. I accidentally started the map on 0.8.8, so that may contribute to the issue. The problem is, I cannot load any save game (Manual Save or Autosave) without Factorio immediately crashing. The issue occurred after I saved...
- Sat Sep 21, 2013 2:41 pm
- Forum: Releases
- Topic: Wiki spam fight
- Replies: 7
- Views: 15607
Re: Wiki spam fight
Haven't been paying attention to Factorio that much, and there is a lot of new items! Do you mind allowing me to edit the wiki? I am going to add some of the new stuff to it.
Thanks, my username on the wiki is Candunc.
Thanks, my username on the wiki is Candunc.
- Sat Jun 08, 2013 9:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.3.0] Last box in steam-engine: avail.performace never on
- Replies: 9
- Views: 6041
Re: [0.3.0] Last box in steam-engine: avail.performace never
Known bug, this old box based gui has been replaced so this bug has been fixed.
- Sat Jun 08, 2013 5:02 pm
- Forum: Releases
- Topic: Version 0.5.0
- Replies: 33
- Views: 31767
Re: Version 0.5.0
So, I generated around 30 maps with the enemies set to rare and all resources set to frequent. It was impossible to reach all 4 resources from the starting place without fighting through enemy bases on all of the maps. Most of the maps had even rocket turrets. Could you please add an option to set ...
- Fri Jun 07, 2013 9:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.5.0] Game crashes on loading old save
- Replies: 1
- Views: 2067
[0.5.0] Game crashes on loading old save
I have a save from 0.4.1 that I've been using for a while now, and with the newest version of Factorio it crashes the game.
Windows 7 x64
Crash message:
Here is the save for debugging purposes: Link
Windows 7 x64
Crash message:
Here is the save for debugging purposes: Link
- Sun Jun 02, 2013 10:22 pm
- Forum: 1 / 0 magic
- Topic: [0.4.1 mac] no graphics
- Replies: 11
- Views: 12787
Re: [0.4.1 mac] no graphics
Model Name: MacBook Pro Model Identifier: MacBookPro8, 2 Processor Type: Intel Core i7 Processor Speed: 2 GHz Number of Processors: 1 Total Number of Cores: 4 (cores) L2 Cache (per core): 256 KB L3 cache: 6 MB Memory: 16 GB I've seen this happen on integrated graphics where the textures would cor...
- Sun Jun 02, 2013 10:15 pm
- Forum: General discussion
- Topic: Almost June & 0.5.0
- Replies: 27
- Views: 20436
Re: Almost June & 0.5.0
An energy chart would be awesome, I'd like to see where all my power goes.
Will you be releasing it on Thursday again? It would be nice to have a new developmental build the first Thursday of every month.
Will you be releasing it on Thursday again? It would be nice to have a new developmental build the first Thursday of every month.
- Tue May 14, 2013 1:32 am
- Forum: Ideas and Suggestions
- Topic: Some ideas for more usefull trains.
- Replies: 21
- Views: 22369
Re: Some ideas for more usefull trains.
... Another idea would be to have electrified train tracks. They can be used by trains ( maybe even without the train using coal) and they conduct electricity. With that Trains do have the absolute advantage that you only need to place one set of tracks instead of several belts and a power line. Th...
- Sun May 12, 2013 10:23 pm
- Forum: Ideas and Suggestions
- Topic: Steam
- Replies: 13
- Views: 18342
Re: Steam
1. The pump doesn't need power to run. It should need electricity. Hmm, how will that work now. Need water to make electricity, need electricity to make water. 2. The "steam" is only 100 degrees hot and the generator runs with water only 15 degrees hot. Reality is, that it needs much more...
- Thu May 09, 2013 9:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.4.0] Will not start
- Replies: 6
- Views: 5108
Re: [0.4.0] Will not start
Saw this in pending, it seemed to happen after manually installing mods back in 0.2-ish, remove as not a bug.
- Wed May 08, 2013 10:25 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1049330
Re: Factorio Roadmap
Darn, kinda sad that multiplayer has been postponed.
I like this idea, but the electric trains should be much more expensive to build.MF- wrote:What do you think about electrified railroads?
- Wed May 08, 2013 10:20 pm
- Forum: Ideas and Suggestions
- Topic: Body Recycling
- Replies: 3
- Views: 9568
Re: Body Recycling
Decoration? put their heads on stakes and it will repel them from that area or make them prefer a different path. Another use for wood, and decorative! Maybe the flying transports could go over and grab the heads after they are killed, in addition to collecting them by hand. Gruesome, but useful in...
- Mon May 06, 2013 1:16 pm
- Forum: General discussion
- Topic: Transport Belt Repair Man Upgrade
- Replies: 10
- Views: 18665
Re: Transport Belt Repair Man Upgrade
I have the mining drill operator, pretty much just because I love the game so much. Furnace attendant tier is what you want, they released the custom scenarios and I can't wait to try them out. I honestly would recommend tier 2.
- Sun May 05, 2013 4:08 am
- Forum: Not a bug
- Topic: [visual] tangled big-pole wiring
- Replies: 8
- Views: 7532
Re: [visual] tangled big-pole wiring
I believe the almost invisible green wire bug has been there for a version or two now.
- Sat May 04, 2013 7:34 pm
- Forum: Implemented Suggestions
- Topic: Suggestion: Trains should run over aliens
- Replies: 4
- Views: 7141
Re: Suggestion: Trains should run over aliens
Definitely. That could actually make them useful. Building full-powered defence along the entire track would be extremely expensive and kill advantage of trains instead of belts. Yea, you don't see creepers going after the (much more expensive) belts, or the actual tracks. Building a turret array o...
- Sat May 04, 2013 6:44 pm
- Forum: Implemented Suggestions
- Topic: Suggestion: Trains should run over aliens
- Replies: 4
- Views: 7141
Suggestion: Trains should run over aliens
When trains are at high speeds, they should be able to run over aliens. Currently they just stop the train and allow the aliens to break the cargo cars.