Search found 52 matches
- Sat Jan 30, 2021 11:21 am
- Forum: PyMods
- Topic: How to Mine Quartz (pre-science)
- Replies: 4
- Views: 3083
Re: How to Mine Quartz (pre-science)
This completely tripped me up as well, since you can't place the crystal mine on a big quartz vein but you can place it on things like raw borax. But you need to search and find the right quartz ore patch. My map start didn't have one :/
- Fri Jan 26, 2018 9:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Desyncs while running
- Replies: 43
- Views: 15987
Re: [0.16.18] Desyncs while running
Just wanted to say that after updating to 0.16.19 I've not had a single desync after many hours and multiple people running, shooting biters, firing artillery etc.
- Tue Jan 23, 2018 3:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Desyncs while running
- Replies: 43
- Views: 15987
Re: [0.16.18] Desyncs while running
Same issue here, desyncs after running around for just a few seconds. My report is +200mb so I wont post it unless requested but here is the log from it: http://paste.debian.net/1006638/
- Sat Jul 23, 2016 1:49 pm
- Forum: Duplicates
- Topic: [0.13.10] client segfault when crafting gate
- Replies: 1
- Views: 1453
[0.13.10] client segfault when crafting gate
My 13.9 unmodded map loaded fine, I torched some biters for awhile then got a random crash while walking around
*Edit: Looks like it crashes every time when it finishes crafting a gate.
0.000 2016-07-23 06:17:45; Factorio 0.13.10 (build 23530, linux64, alpha)
0.068 Operating system: Linux ...
*Edit: Looks like it crashes every time when it finishes crafting a gate.
0.000 2016-07-23 06:17:45; Factorio 0.13.10 (build 23530, linux64, alpha)
0.068 Operating system: Linux ...
- Sat Mar 05, 2016 9:02 am
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 249422
Re: Friday Facts #128 - Back down to earth
I think it would be overpowered.
If the main goal is to make train unloading more viable why not make a special building that only works when unloading directly from trains?
If the main goal is to make train unloading more viable why not make a special building that only works when unloading directly from trains?
- Sat Feb 06, 2016 2:13 am
- Forum: News
- Topic: Friday Facts #124 - Steam Status I
- Replies: 121
- Views: 118169
Re: Friday Facts #124 - Steam Status I
Great news! I really hope you consider adding a steam 4-pack deal at a slight discount at some point.
I think multiplayer has the potential to bring in a lot of new players and bundles like that make it really easy to get friends to try the game.
I think multiplayer has the potential to bring in a lot of new players and bundles like that make it really easy to get friends to try the game.
- Mon Nov 30, 2015 7:40 pm
- Forum: General discussion
- Topic: Performance comparison for CPUs
- Replies: 68
- Views: 57078
Re: Performance comparison for different computer setups
Factorio Version: 0.12.19
Specs:
OS: Debian Testing
CPU: Core i7 4770k
GPU: GTX 960
RAM: 16G 1333 MHZ
Average UPS: 31500
Average FPS: 31.5

Specs:
OS: Debian Testing
CPU: Core i7 4770k
GPU: GTX 960
RAM: 16G 1333 MHZ
Average UPS: 31500
Average FPS: 31.5

- Mon Nov 02, 2015 5:17 pm
- Forum: Ideas and Suggestions
- Topic: Additional end game alternative
- Replies: 1
- Views: 4455
Additional end game alternative
Currently once I have enough resources to start production on the rocket I rarely expand my factory as it's easier to just wait for resources to trickle in.
After the rocket launches another option could be to build a spaceport that could be fed any resource or goods for off-planet export. However ...
After the rocket launches another option could be to build a spaceport that could be fed any resource or goods for off-planet export. However ...
- Sun Aug 23, 2015 7:33 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1] Connect failure when IPv4 not present (xp or linux without the module)
- Replies: 7
- Views: 7871
Re: [0.12.1] Connect failure when IPv4 not present (xp or linux without the module)
done:cube wrote: Could you please open a new bug report and put a log file in it? This merging of topics left too much of a mess behind
https://forums.factorio.com/forum/vie ... =7&t=15162
- Sun Aug 23, 2015 7:32 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4 Linux][cube] Opening socket failed: Address family not supported
- Replies: 1
- Views: 3698
[0.12.4 Linux][cube] Opening socket failed: Address family not supported
Attempting to start or join a multiplayer game without ipv6 kernel module loaded returns: "Opening socket failed: Address family not supported by protocol" followed by segfault.
This was not a problem in 0.11.x or earlier.
0.010 2015-08-23 00:27:03; Factorio 0.12.4 (Build 16397, linux64)
0.010 ...
This was not a problem in 0.11.x or earlier.
0.010 2015-08-23 00:27:03; Factorio 0.12.4 (Build 16397, linux64)
0.010 ...
- Fri Aug 14, 2015 7:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1] Connect failure when IPv4 not present (xp or linux without the module)
- Replies: 7
- Views: 7871
Re: [0.12.1] Connect failure when IPv4 not present (xp or linux without the module)
I am still getting the same error when joining or creating a multiplayer game with 0.12.4 on Linux 

- Sun Jul 19, 2015 11:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1] Connect failure when IPv4 not present (xp or linux without the module)
- Replies: 7
- Views: 7871
[0.12] Opening socket failed
With the Linux version if the ipv6 kernel module is not loaded the game refuses to host or join ipv4 multiplayer games and exits with "Opening socket failed: Address family not supported by protocol".
- Thu Mar 12, 2015 8:27 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.11.18 [cube] update fail "unexpected content" bug
- Replies: 12
- Views: 7924
Re: 11.8 bug!
same problem here. I have never used mods.
- Sat Mar 07, 2015 8:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.17] [cube] Multiplayer segfault
- Replies: 1
- Views: 1325
[0.11.17] [cube] Multiplayer segfault
Loaded a game and friend connected, ran fine for an hour or so then crashed for both of us:
http://pastebin.com/3Y4VGzi8
http://pastebin.com/3Y4VGzi8
- Sat Oct 04, 2014 6:16 am
- Forum: News
- Topic: Friday Facts #54 Bug in bug reporting of other bug
- Replies: 14
- Views: 26983
Re: Friday Facts #54 Bug in bug reporting of other bug
Love the bots! Reminds me of Batteries Not Included.
- Tue Jun 10, 2014 1:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.* & 0.8.8] Major sound delay on Linux
- Replies: 31
- Views: 20320
Re: [0.9.* & 0.8.8] Major sound delay on Linux
Hey guys, I'm really sorry that I can't help you, but for 0.10.0 we upgraded allegro, so there is a chance this will improve.
Same problem still in 0.10.0
Setting driver=pulseaudio for allegro throws an exception on startup every time:
(gdb) catch throw
Catchpoint 1 (throw)
(gdb) r
Starting ...
Same problem still in 0.10.0
Setting driver=pulseaudio for allegro throws an exception on startup every time:
(gdb) catch throw
Catchpoint 1 (throw)
(gdb) r
Starting ...
- Wed May 28, 2014 3:58 am
- Forum: Ideas and Suggestions
- Topic: Expanding The Function Of Lights
- Replies: 11
- Views: 8593
Re: Expanding The Function Of Lights
I've seen a lot of ideas for harder aliens and that makes sense for later in the game but I really think we need easier enemies appearing much earlier.
What I'd like to see is a larval critter that appears every night but avoids light sources. It would be too small to harm your buildings but will ...
What I'd like to see is a larval critter that appears every night but avoids light sources. It would be too small to harm your buildings but will ...
- Sat May 17, 2014 1:42 am
- Forum: Implemented Suggestions
- Topic: Get rid of Pickaxe tool βΈ
- Replies: 50
- Views: 33134
Re: Get rid of Pickaxe tool
I actually like the pick. I think it's a good transition from people familiar with minecraft/terraria etc so they can quickly see how to gather resources and use the crafting menu.
I do agree that there needs be more information shown when you try to mine without one though. Perhaps along with ...
I do agree that there needs be more information shown when you try to mine without one though. Perhaps along with ...
- Tue May 06, 2014 10:56 pm
- Forum: General discussion
- Topic: Call for saves for screenshots
- Replies: 15
- Views: 8324
Re: Call for saves for screenshots
Here's 4 screenshots I took. I tried to keep them somewhat simple:
http://imgur.com/a/BjZQq
*oops forgot the save file:
https://www.dropbox.com/s/y16rec05wbavcqh/ss1.zip
http://imgur.com/a/BjZQq
*oops forgot the save file:
https://www.dropbox.com/s/y16rec05wbavcqh/ss1.zip
- Thu May 01, 2014 5:19 pm
- Forum: General discussion
- Topic: The new trailer
- Replies: 27
- Views: 12196
Re: The new trailer
I took the liberty of posting the trailer on reddit a few times .
Nice job LSky! I added one for r/linux_gaming .
It's really cool to see that much excitement for a new game from people who have never heard of it before. I think the trailer is a huge success!
Also sorry for not playing OpenTTD ...
Nice job LSky! I added one for r/linux_gaming .
It's really cool to see that much excitement for a new game from people who have never heard of it before. I think the trailer is a huge success!
Also sorry for not playing OpenTTD ...