Search found 30 matches

by GodricSeer
Sat Jan 20, 2018 12:58 pm
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 41428

Re: Friday Facts #226 - New mod portal & other news

Last I read on Splitters from FFF #225 is that they will be coming with the next version of 16.x. It's been more than a week now since a minor version release, I would have thought they are a big enough item to warrant a fairly quick release. Is the new Splitter delayed now? There will be no splitt...
by GodricSeer
Wed Jan 17, 2018 6:03 pm
Forum: Not a bug
Topic: [0.16.16] Logistic robots only picking up now and then
Replies: 7
Views: 2691

Re: [0.16.16] Logistic robots only picking up now and then

This isn't a bug. A roboport only has 4 charge ports, so all those robots are waiting in line to charge. Place more roboports to let them charge faster.
by GodricSeer
Thu Jan 11, 2018 7:37 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.16] Linux 'There is no package core in /usr/share/...'
Replies: 12
Views: 9722

Re: [0.16.16] Linux 'There is no package core in /usr/share/...'

To anyone else who runs into this problem, I had to both change the config.ini file to use absolute paths, and use the -c command line option for factorio to tell it where the config file was.
by GodricSeer
Thu Jan 11, 2018 3:56 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.16] Linux 'There is no package core in /usr/share/...'
Replies: 12
Views: 9722

Re: [0.16.16] Linux 'There is no package core in /usr/share/...'

Ah, that makes sense, although why it worked fine in 0.16.15 is now a mystery. I'll change the config to use absolute paths. Thanks.
by GodricSeer
Thu Jan 11, 2018 3:25 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.16] Linux 'There is no package core in /usr/share/...'
Replies: 12
Views: 9722

Re: [0.16.16] Linux 'There is no package core in /usr/share/...'

I just created a symlink /usr/share/factorio -> ~/games/factorio/data, which allowed the game to boot up, but it failed to find the mods I had installed, my login for updates or modes, or my saved games, since by default the read and write directories are different. As a work around, it would be oka...
by GodricSeer
Thu Jan 11, 2018 3:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.16] Linux 'There is no package core in /usr/share/...'
Replies: 12
Views: 9722

Re: [0.16.16] Linux 'There is no package core in /usr/share/...'

No, my entire home directory is all on the same file system and ~/games/factorio is simply the location where I unzipped the downloaded tar, no symlinks involved. I am running factorio through a script that contains the commands from https://forums.factorio.com/viewtopic.php?f=23&t=54654 because...
by GodricSeer
Wed Jan 10, 2018 6:38 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.16] Linux 'There is no package core in /usr/share/...'
Replies: 12
Views: 9722

[0.16.16] Linux 'There is no package core in /usr/share/...'

I auto-updated to 0.16.16, and factorio has failed to start since then. I also tried a fresh tar download. Whenever I try to run factorio I get the error: 0.000 Error Util.cpp:49: There is no package core in /usr/share/factorio ------------- Error ------------- There is no package core in /usr/share...
by GodricSeer
Mon Dec 18, 2017 8:52 pm
Forum: Not a bug
Topic: [16.1] `GLIBC_2.18' not found
Replies: 15
Views: 33312

Re: [16.1] `GLIBC_2.18' not found

I will add another reponse here and say that millisa's process for a side-by-side install of v2.18 works. THere are a couple changes I would recommend. First, configure with ../configure --prefix='/opt/glibc-2.18' so that the library is contained in its own subdirectory. I think this is just a typo,...
by GodricSeer
Thu Dec 14, 2017 4:34 pm
Forum: Not a bug
Topic: [16.1] `GLIBC_2.18' not found
Replies: 15
Views: 33312

Re: [16.1] `GLIBC_2.18' not found

Yes, it is caused by factorio requiring a newer library, not a bug, but glibc 2.17 is the version supported by RHEL 7.4 (released in august) and all the related distros. If the upgrade was necessary because of bugs or features in the library that is one thing, but it does kill off the ease of runnin...
by GodricSeer
Tue Oct 10, 2017 8:07 pm
Forum: General discussion
Topic: One Billion Copper Wires produced.
Replies: 35
Views: 12517

Re: One Billion Copper Wires produced.

Did you forget about /c game.speed=X where X is the speed multiplier I sure didn't. ... And assuming that you did make a steady 175 BILLION Copper Cables per minute, I made a list of times that would show the time it would take for each game running at a certain speed multiplier. You are assuming t...
by GodricSeer
Sat Aug 12, 2017 3:37 pm
Forum: General discussion
Topic: Tech tree: struggle of hidden technologies
Replies: 7
Views: 4893

Re: Tech tree: struggle of hidden technologies

While I see your point, there is a good reason for this to not be the case. Specifically sometimes you research a technologies not for the recipes that it unlocks, but for other technologies it is prereq of. For example Imagine there are three recipes and three technologies: Tech1 unlocks Rec1, Tech...
by GodricSeer
Mon Jun 05, 2017 2:16 am
Forum: Won't fix.
Topic: Surprising splitter behavior
Replies: 5
Views: 2658

Re: Surprising splitter behavior

I think this is caused by the item from the inserter being out of phase with the compressed items. Note that in the example below, I'm not sure the exact numbers are right, but the concepts should be. Imagine a lane of a belt has 9 positions that an item can be at, and each item is 4 spaces wide. So...
by GodricSeer
Fri May 26, 2017 12:28 pm
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 31861

Re: [MOD 0.15.x] HardCrafting 0.5.4

So, a new release has been created on the github https://github.com/judos/hardCrafting/t ... er/release that has a number of small improvements to it, but it hasn't been uploaded to the mod portal yet. Just so people can update if they want to.
by GodricSeer
Sat May 06, 2017 2:24 am
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42837

Re: [0.15.*] Feedback topic

I just updated to the new settings system and found that the resource region number had a maximum set to 30. I had originally configured my game with angel's infinite ores with a distance of 64 so that I had slowly growing but permanent throughput of resources. Is there any way the maximum could be...
by GodricSeer
Fri May 05, 2017 1:19 am
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42837

Re: [0.15.*] Feedback topic

I just updated to the new settings system and found that the resource region number had a maximum set to 30. I had originally configured my game with angel's infinite ores with a distance of 64 so that I had slowly growing but permanent throughput of resources. Is there any way the maximum could be ...
by GodricSeer
Wed Apr 26, 2017 6:29 pm
Forum: Releases
Topic: Version 0.15.0
Replies: 152
Views: 140770

Re: Version 0.15.0

In the "Dangerous" map generator preset, the description says "biters are more dangerous and evolve faster". What is meant by "more dangerous"? Do they hit more or multiply faster etc, or is the description simply referring to the higher rate of time/pollution-related ...
by GodricSeer
Wed Apr 26, 2017 5:20 pm
Forum: General discussion
Topic: Single line of Iron On Main Bus, Zisteau
Replies: 9
Views: 5025

Re: Single line of Iron On Main Bus, Zisteau

Most people use more than one line to solve the problem you are talking about. I have watched many of Zisteau's series, and interpreting the way he does things as normal or efficient is the wrong approach. Launching a rocket on 1 yellow belt of iron is (or was in 0.14) very possible. There is a guid...
by GodricSeer
Tue Apr 25, 2017 5:29 pm
Forum: Duplicates
Topic: Fluid Wagons don't drain properly
Replies: 3
Views: 2142

Re: Fluid Wagons don't drain properly

Yes, I believe if you pull from only one slot of a wagon, the last "unit" of fluid won't move to the segment with a pump because of how fluids are handled.
by GodricSeer
Tue Apr 25, 2017 5:05 pm
Forum: Gameplay Help
Topic: Difference in Recipe/Technology Difficulty?
Replies: 21
Views: 25883

Re: Difference in Recipe/Technology Difficulty?

I'm not at a computer with factorio but it would be worth checking the pack type requirements for the recipes. Perhaps the technology modifier does things such as add a green science requirement to a technology that was only red before.
by GodricSeer
Tue Apr 25, 2017 3:04 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.1] Crash in ProductionHelper::canGiveProducts (375)
Replies: 6
Views: 2236

Re: [0.15.1] Crash in ProductionHelper::canGiveProducts (375)

Note that I reported a bug last night that appears in the same method, albeit 15 lines earlier. Not sure if they are related or not: viewtopic.php?f=7&t=44707

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