Also does anyone know better way to update the headless server than re-downloading it and unpacking it manually every time? Auto updater would be a +
Look into Docker, or more specifically: https://github.com/factoriotools/factorio-docker
I'm not sure what's the current story with running x86_64 ...
Search found 38 matches
- Wed Jan 01, 2025 6:28 pm
- Forum: General discussion
- Topic: Raspberry 5 headless server
- Replies: 9
- Views: 1453
- Fri Dec 13, 2024 9:49 am
- Forum: Releases
- Topic: Version 2.0.25
- Replies: 20
- Views: 11119
Re: Version 2.0.25
Dragging and dropping a blueprint file into the game window will import the file contents as a blueprint string.
Nice! This is going to be good for managing expansive BP book collections specific to each modpack (SE, K2, BZ, any combination of these, I3, etc). So when you hop into a modded game ...
Nice! This is going to be good for managing expansive BP book collections specific to each modpack (SE, K2, BZ, any combination of these, I3, etc). So when you hop into a modded game ...
- Fri Dec 13, 2024 9:32 am
- Forum: Multiplayer
- Topic: Unofficial Factorio Troll/Griefer Database
- Replies: 237
- Views: 178407
Re: Unofficial Factorio Troll/Griefer Database
I would like to report the user PODOLCHAK.
They attempted to deconstruct all of Nauvis (twice - first time we cancelled the decon before finding out who tried it).
I do not have the save/server logs as I do not have shell access.
They attempted to deconstruct all of Nauvis (twice - first time we cancelled the decon before finding out who tried it).
I do not have the save/server logs as I do not have shell access.
- Fri Dec 13, 2024 9:26 am
- Forum: Ideas and Suggestions
- Topic: Admins allowed to force-undo for other players
- Replies: 2
- Views: 338
Re: Admins allowed to force-undo for other players
As someone who's had to deal with several griefers yesterday: YES for better "damage control" tools for server admins.
We had four admins in-game, but the only person with shell access to the box was unavailable, so we were faced with repairing significant damage and no means to revert. We probably ...
We had four admins in-game, but the only person with shell access to the box was unavailable, so we were faced with repairing significant damage and no means to revert. We probably ...
- Sun Nov 24, 2024 8:13 pm
- Forum: Duplicates
- Topic: Spidertron squads (or other vehicles) won't build using items in trash slots
- Replies: 2
- Views: 277
Re: Spidertron squads (or other vehicles) won't build using items in trash slots
Dang I swear I've looked for a related report!
But I guess the problem is now much more prominent with auto-trash and remote everything.
But I guess the problem is now much more prominent with auto-trash and remote everything.
- Sun Nov 24, 2024 7:51 pm
- Forum: Duplicates
- Topic: Spidertron squads (or other vehicles) won't build using items in trash slots
- Replies: 2
- Views: 277
Spidertron squads (or other vehicles) won't build using items in trash slots
Tested version: 2.0.20 (build 80511 expansion, mac-arm64, standalone)
Mods: base, elevated-rails, quality, space-age
Setup: get two spidertrons with roboports, construction robots, and some power source; set up one to request some building materials (belts, inserters, chests, etc) and another with ...
Mods: base, elevated-rails, quality, space-age
Setup: get two spidertrons with roboports, construction robots, and some power source; set up one to request some building materials (belts, inserters, chests, etc) and another with ...
- Sun Nov 24, 2024 7:25 pm
- Forum: Bug Reports
- Topic: [2.0.15] Ghost cursor behavior is completely broken in remote viewed vehicles (Spidertron)
- Replies: 2
- Views: 247
- Sun Nov 24, 2024 1:28 pm
- Forum: Ideas and Suggestions
- Topic: Spidertron Rocket Launch Priority Targets, please Wube Master
- Replies: 9
- Views: 1237
Re: Spidertron Rocket Launch Priority Targets, please Wube Master
Nauvis : IMO this would make clearing the biter nests for future capture waaaayyy too easy. Currently probably the best strategy is to creep up with some power lines & laser turrets filtered for biters/spitters, take out the worms by rocket, and build a pattern of walls/pipes around each nest to ...
- Sat Nov 23, 2024 1:34 pm
- Forum: Ideas and Suggestions
- Topic: Lab/Biolad should have circuit control
- Replies: 7
- Views: 552
Re: Lab/Biolad should have circuit control
The point would be to stop producing the science packs in the first place. Which in itself is difficult. Since there is no ground to orbit and interplanetary communications I have to send uncommon wood from Nauvis to Gleba to stop science and an uncommon wooden chest to start science.
You can ...
You can ...
- Fri Nov 22, 2024 9:16 am
- Forum: Balancing
- Topic: Restarting nutrients supply is a pain in the ass
- Replies: 15
- Views: 1667
Re: Restarting nutrients supply is a pain in the ass
No-one designs their factory to be attacked by biters either. Nobody is telling you how to play the game. Any% speedrunners disable pollution spread, because it's allowed. You can change spoilage rate too.No-one designs his factory to be a pain in the ass to reboot or cold-boot.
- Fri Nov 22, 2024 9:07 am
- Forum: Ideas and Suggestions
- Topic: Lab/Biolad should have circuit control
- Replies: 7
- Views: 552
Re: Lab/Biolad should have circuit control
Except with freshness you do not want to put science packs on the belt that aren't needed. They would just spoil.
They start spoiling before they even become science packs, you can't stop spoilage, and you can't read spoilage% with a circuit. So where and how you keep them doesn't change it ...
- Thu Nov 21, 2024 4:15 pm
- Forum: Combinator Creations
- Topic: Efficient Bioflux Production
- Replies: 5
- Views: 6014
Re: Efficient Bioflux Production
I understand raw ressources are infinite on Gleba, but this approach ( "burn it all ") generate extra pollution , because spore are created when the trees are cut or at least "per tree".
No, the pollution (spores) output with this strategy is constant; what happens when you limit fruit production ...
No, the pollution (spores) output with this strategy is constant; what happens when you limit fruit production ...
- Thu Nov 21, 2024 2:31 pm
- Forum: Ideas and Suggestions
- Topic: Lab/Biolad should have circuit control
- Replies: 7
- Views: 552
Re: Lab/Biolad should have circuit control
Related: https://forums.factorio.com/viewtopic.php?t=117458 https://forums.factorio.com/viewtopic.php?t=116005
I would like to voice my support for this idea.
Some of this data could be obtained in a different manner, e.g. reading the belt/chest contents allows estimating how many science packs ...
I would like to voice my support for this idea.
Some of this data could be obtained in a different manner, e.g. reading the belt/chest contents allows estimating how many science packs ...
- Thu Nov 21, 2024 2:18 pm
- Forum: Ideas and Suggestions
- Topic: Smart Splitters
- Replies: 66
- Views: 24271
Re: Circuit network connections for splitters
Adding my voice here, just saying that this would be a fantastic feature.
I can picture some interesting new use cases in Space Age, specifically:
- Controlling priority by circuit could allow gradual spillover, e.g. to avoid having too much spoilable cargo rotting on a dead-end belt (Gleba ...
I can picture some interesting new use cases in Space Age, specifically:
- Controlling priority by circuit could allow gradual spillover, e.g. to avoid having too much spoilable cargo rotting on a dead-end belt (Gleba ...
- Thu Nov 21, 2024 1:53 pm
- Forum: Balancing
- Topic: Restarting nutrients supply is a pain in the ass
- Replies: 15
- Views: 1667
Re: Restarting nutrients supply is a pain in the ass
Restarting a late-game K2 base is also a major PITA - during a blackout you need 500MW to feed each fusion reactor, but you also need a tiny bit of power to run the offshore pumps to the backup nuclear reactor, hopefully you kept a stock of nuclear cells outside of your logistics network, etc. If ...
- Wed Nov 20, 2024 10:09 am
- Forum: This Forum
- Topic: Bug Report vs Technical Issue
- Replies: 5
- Views: 543
Re: Bug Report vs Technical Issue
In my opinion (I'm a random software dev), if you're unsure, don't bother with the distinction and just try to provide as much context for your problem as you're able to. Any kind of issue (bug or support) is still an issue, if you don't have the expertise to file it accordingly, leave it to the ...
- Wed Nov 20, 2024 9:53 am
- Forum: Pending
- Topic: [2.0.15] Setting too big UI scale renders game unusable
- Replies: 6
- Views: 607
Re: [2.0.15] Setting too big UI scale renders game unusable
I remember running into this kind of issue for the first time when I was a kid messing with screen resolutions in Windows 95. In my opinion, some or all of these would be good solutions:
- A confirmation dialog with a time-out where the user is forced to actually click a button - if they can't see ...
- A confirmation dialog with a time-out where the user is forced to actually click a button - if they can't see ...
- Wed Nov 20, 2024 9:24 am
- Forum: Gameplay Help
- Topic: fluid ingredient shortage on oil
- Replies: 4
- Views: 458
Re: fluid ingredient shortage on oil
I can't come up with a specific Lua command off the top of my head, but since you're already technically cheating, you can just use /editor and tweak it thru the GUI.is there a command to fix that ?
- Tue Nov 19, 2024 2:24 pm
- Forum: Gameplay Help
- Topic: fluid ingredient shortage on oil
- Replies: 4
- Views: 458
Re: fluid ingredient shortage on oil
These pumpjacks are suspiciously tidy and aligned, it doesn't look like natural generation. Did you add the oil wells using a Lua command, or the editor? Perhaps you've set the yield to 1% or so? In any case, hover your mouse over the pumpjack to see its yield in % and crude oil output per second
- Tue Nov 19, 2024 2:19 pm
- Forum: Ideas and Requests For Mods
- Topic: New chest for the Logitic Network
- Replies: 4
- Views: 423
Re: New chest for the Logitic Network
Try out keeping a squad of 5-10 spidertrons with 100 bots each. With "trash unrequested" and logistic request groups this is more practical than ever.
Personally I have at least one specialised spider for each kind of task (belts+inserters+assemblers; walls+turrets; rails; etc), and copy-paste that ...
Personally I have at least one specialised spider for each kind of task (belts+inserters+assemblers; walls+turrets; rails; etc), and copy-paste that ...