Search found 11 matches
- Fri Jun 09, 2017 2:27 pm
- Forum: Multiplayer
- Topic: [Need advice] Biter advancement, teams on different forces
- Replies: 0
- Views: 745
[Need advice] Biter advancement, teams on different forces
We are a small group of friends playing coop on a dedi server. We like to play on different teams since it makes it harder when you have your own research. The problem is that not everyone is online at the same time and the other players won't know if the biters go to attack on the player which is o...
- Thu May 18, 2017 6:54 pm
- Forum: Technical Help
- Topic: Experimental branch with SteamCMD?
- Replies: 15
- Views: 11232
Re: Experimental branch with SteamCMD?
Doesn't work. Also tried logging in manually but steamCMD always hangs. I'm using Steam guard Logging in user '' to Steam Public...Login Failure: Invalid Password FAILED with result code 5 Gonna try to reinstall steamCMD EDIT: No need to reinstall steamCMD. Turns out the password needs to be written...
- Tue May 16, 2017 2:41 pm
- Forum: Technical Help
- Topic: Experimental branch with SteamCMD?
- Replies: 15
- Views: 11232
Re: Experimental branch with SteamCMD?
I've tried call steamcmd.exe +login anonymous +force_install_dir c:\factorio_steam "+app_update 427520 -beta experimental validate" +quit but it just keeps telling me that it is up to date even though it's not installing any experimental version. Try -beta 0.15.x I also don't think you ne...
- Sun Jul 03, 2016 9:24 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.13.0] Power switch causes power log to be lost (?)
- Replies: 10
- Views: 4250
Re: [Rseding91] [0.13.0] Power switch causes power log to be lost (?)
I can confirm this problem exist in 0.13.3 Playing on singleplayer Maybe the powerswitch need to have a high and low threshold. If it connects and disconnects at 50% then power spikes will probably make it disconnect and reconnect multiple times. So a high and low threshold would probably help reduc...
- Thu Jun 30, 2016 5:33 pm
- Forum: General discussion
- Topic: Train stations and circuit networks [0.13]
- Replies: 11
- Views: 8413
Re: Train stations and circuit networks [0.13]
Have you checked the signals on that red wire? As far as I know the train stop DOES NOT send the train contents yet. Unfortunately... Well that's unfortunate. I thought I'd seen otherwise in a FF blog, but on the bright side, in looking for that, I found a solution to my problem: http://www.factori...
- Thu Jun 16, 2016 8:07 pm
- Forum: General discussion
- Topic: Production down indicator.
- Replies: 23
- Views: 8809
Re: Production down indicator.
Yeah but if you have those chests then you can just hook them up to a decider combinator and a light and you have a low level alarm
- Thu Jun 16, 2016 5:48 pm
- Forum: General discussion
- Topic: Production down indicator.
- Replies: 23
- Views: 8809
Re: Production down indicator.
Seems to be working. It's a bit of a mess since I didn't really have room for this monitoring but I managed to squeeze it in. As you can see the iron alarm is lit because the chest conatins less than 10. The smart and fast inserters have the same speed but the smart inserter has to wait for more unt...
- Thu Jun 16, 2016 4:24 pm
- Forum: General discussion
- Topic: Production down indicator.
- Replies: 23
- Views: 8809
Re: Production down indicator.
Sorry! I don't really understand what you mean.
I have never tries this for the "production down" function but I can try to build it this evening and post some screens. Or report back if it doesn't work.
I have never tries this for the "production down" function but I can try to build it this evening and post some screens. Or report back if it doesn't work.
- Thu Jun 16, 2016 3:32 pm
- Forum: General discussion
- Topic: favourite factorio feature?
- Replies: 16
- Views: 5640
Re: favourite factorio feature?
Favorite feature? Construction bots. I know of no other game that has something like this. In Total / Planetary Annihilation and Supreme Commander you have bots but they are not automatic. In Forged Alliance you can have blueprints but the bots will only start the crafting if you order them. So not...
- Thu Jun 16, 2016 3:09 pm
- Forum: General discussion
- Topic: Production down indicator.
- Replies: 23
- Views: 8809
Re: Production down indicator.
Somewhere between the furnaces and the factories, make a "bend" on the transport belt but don't cut it. In that bend place a smart chest, one (input) smart inserter and one (output) fast inserter. -Belt should be able to flow past the smart chest bend -Input smart inserter fills chest up u...
- Fri Mar 25, 2016 7:16 am
- Forum: Mods
- Topic: [Mod 0.12.11+] Sandbox (PvP)
- Replies: 5
- Views: 4033
Re: [Mod 0.12.11+] Sandbox (PvP)
I read on the wiki about multiplayer and have a few questions: 1. Does turrets fire automatically on the other team? -Can they be disabled? -When they are disabled, are they also disabled for alien creatures? 2. Can players from different teams access each others buildings/chests? -If not, would it ...