Search found 20 matches
- Sat Nov 23, 2024 10:20 am
- Forum: Modding interface requests
- Topic: API request: Module ghost events
- Replies: 6
- Views: 472
- Thu Mar 11, 2021 7:10 am
- Forum: Technical Help
- Topic: [1.1.26] Could not establish network communication with server.
- Replies: 0
- Views: 1187
[1.1.26] Could not establish network communication with server.
We can play if i host from within the game fine assuming via steam but friends get some insane fps lag due to bandwith issues once a base grows too big(neither connection is limited on this part)
When hosting a headless we can see the game in the public game list and we can talk to it as syncing ...
When hosting a headless we can see the game in the public game list and we can talk to it as syncing ...
- Mon Jul 09, 2018 1:42 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 65706
Re: Friday Facts #250 - Dead end conclusion
I couldn't stand the hand drawn mockup I had on my longer post. Here's a better one.
this here looks so much of a better solution including the oh so popular reddit post
plus why disable blueprints at the start of the game? there are loads of us who do not want to count smelters every single dam ...
this here looks so much of a better solution including the oh so popular reddit post
plus why disable blueprints at the start of the game? there are loads of us who do not want to count smelters every single dam ...
- Mon Jul 02, 2018 4:19 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 84065
Re: Friday Facts #249 - Dead end exploration
The one that TaxiService posted up would be amazing really something along those lines
- Sun Jul 01, 2018 6:37 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 84065
Re: Friday Facts #249 - Dead end exploration
havent read the 7 pages before so no clue if brought up yet but
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all those proposals seem to miss out a key thing that a big part of the community uses(and something the devs overlook at times(eg only such a ...
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all those proposals seem to miss out a key thing that a big part of the community uses(and something the devs overlook at times(eg only such a ...
- Tue May 16, 2017 8:44 am
- Forum: Frequently Suggested / Link Collections
- Topic: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
- Replies: 16
- Views: 36595
Re: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
When it comes to bridges and tunnels 2 quick dirty ways of doing it that might help a mod maker/factorio devs
tunnels: use the same principle of underground belts(if possible) or just make it so that a train enters a tunnel entrance and based on length and speed of travel a time is calculated and ...
tunnels: use the same principle of underground belts(if possible) or just make it so that a train enters a tunnel entrance and based on length and speed of travel a time is calculated and ...
- Fri Mar 03, 2017 5:25 am
- Forum: General discussion
- Topic: need help deciding what to do
- Replies: 2
- Views: 1964
need help deciding what to do
If this is in the wrong section please move it
So i have played dozens of maps made loads of different contraptions and what not and quite frankly i have run out of idea's on what to build but my lust for factorio remains so i have come here to ask everyone for idea's on what i should build no ...
So i have played dozens of maps made loads of different contraptions and what not and quite frankly i have run out of idea's on what to build but my lust for factorio remains so i have come here to ask everyone for idea's on what i should build no ...
- Sat Jul 23, 2016 4:10 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 231628
Re: [MOD 0.12.16] Upgrade planner - v1.1.9
any thoughts on adding an option to auto upgrade anything that is selected in the upgrade menu so long as it has the materials to do so beforehand?
Asking as id love to see a base that slowly upgrades itself bit by bit over time after you plan it and watch it build with low level machines
Asking as id love to see a base that slowly upgrades itself bit by bit over time after you plan it and watch it build with low level machines
- Mon Apr 04, 2016 7:54 am
- Forum: Not a bug
- Topic: [multiplayer dedicated server] maxing out all cores
- Replies: 11
- Views: 7135
Re: [multiplayer dedicated server] maxing out all cores
Well the vm is an out of the box fresh install at the time it was on ubuntu but tried it on different disto's as well
But see here is the thing while monitoring its actual usage with vsphere(esxi's control panel for those who dont know what it is) i do actually see it maxing out all cores no matter ...
But see here is the thing while monitoring its actual usage with vsphere(esxi's control panel for those who dont know what it is) i do actually see it maxing out all cores no matter ...
- Sun Apr 03, 2016 5:24 am
- Forum: Not a bug
- Topic: [multiplayer dedicated server] maxing out all cores
- Replies: 11
- Views: 7135
Re: [multiplayer dedicated server] maxing out all cores
https://www.dropbox.com/sh/g1dtx4lbcs3oxax/AABZ01KiCKEygDSav4kTmziPa?dl=0
Here you go its the link thats shared for those who play on the server
And ya we started off small but then people where like "Oh this is fancy can we have this?" and a few weeks later tada here's that monstrosity of a pack
Here you go its the link thats shared for those who play on the server
And ya we started off small but then people where like "Oh this is fancy can we have this?" and a few weeks later tada here's that monstrosity of a pack
- Sat Apr 02, 2016 3:10 pm
- Forum: Mods
- Topic: Introduction, Downloads & Release history
- Replies: 73
- Views: 109056
Re: Introduction, Downloads & Release history
Something i have noticed with a few of my friends who play on my server
We turn on test mode at times to obviously spawn in stuff due to weird bugs with the mods we got anyways
Some of them(not all) when they destroy a few objects in a row with test mode off an error spits out referring to the ...
We turn on test mode at times to obviously spawn in stuff due to weird bugs with the mods we got anyways
Some of them(not all) when they destroy a few objects in a row with test mode off an error spits out referring to the ...
- Sat Apr 02, 2016 11:49 am
- Forum: Not a bug
- Topic: [multiplayer dedicated server] maxing out all cores
- Replies: 11
- Views: 7135
Re: [multiplayer dedicated server] maxing out all cores
Ran top and its def factorio as it jumps between 77-85-94% cpu usage at any and all times
1.JPG
As you can see it reaches 100% quite often and sits there a lot before dropping down
Where as on windows
2.JPG
First number series is pid 2nd is cpu%
Both are done while i am connected to it ...
1.JPG
As you can see it reaches 100% quite often and sits there a lot before dropping down
Where as on windows
2.JPG
First number series is pid 2nd is cpu%
Both are done while i am connected to it ...
- Sat Apr 02, 2016 11:30 am
- Forum: Not a bug
- Topic: [multiplayer dedicated server] maxing out all cores
- Replies: 11
- Views: 7135
[multiplayer dedicated server] maxing out all cores
Running a standard ubuntu 14.04.4 lts dedicated server locally in vm(esxi 6.0) on a asrock C2750D4I Intel Avoton C2750 Octa-Core Processor 64gb of ram 512gb ssd
So i try to run my server that i have until now been running on a windows machine on my dedicated linux machine and cpu maxes out at 100 ...
So i try to run my server that i have until now been running on a windows machine on my dedicated linux machine and cpu maxes out at 100 ...
- Mon Mar 28, 2016 8:10 am
- Forum: MoMods
- Topic: (0.13.4) MoMining 0.1.2
- Replies: 7
- Views: 20401
Re: (0.12.24) MoMining 0.1.01
In the future could we maybe get the ability to use different types of construction robot? as several mods add in mk2 and so forth
- Sun Mar 27, 2016 3:47 pm
- Forum: Implemented Suggestions
- Topic: Release 0.13 as beta branch when ready
- Replies: 6
- Views: 2711
Release 0.13 as beta branch when ready
We all will love the new changes but as we have seen in the past with big changes come mod incompatibilities from here to neptune and back.
So i suggest that once 0.13 is released make it be released as a beta branch on steam(and with a clear message saying that that is where it is) for the first ...
So i suggest that once 0.13 is released make it be released as a beta branch on steam(and with a clear message saying that that is where it is) for the first ...
- Sat Mar 26, 2016 4:52 am
- Forum: Ideas and Suggestions
- Topic: Factorio for the iPad?
- Replies: 67
- Views: 45202
Re: Factorio for the iPad?
- PC / Mac desktops in private use are soon being retried
Don't know where you got this from but it wont it seriously wont happen no matter how many people predict it
The need for a stationary device that doesn't need charging every 5-6 hours will always remain(even if battery technology ...
- Fri Mar 25, 2016 11:16 am
- Forum: Ideas and Suggestions
- Topic: Factorio for the iPad?
- Replies: 67
- Views: 45202
Re: Factorio for the iPad?
the whole "functionality has to be gotten rid of" / "adding ui buttons" is kinda wrong granted it would be easy but what about gestures?
say on my windows 10 tablet i set up a series of gestures to replace the lack of a keyboard/mouse granted its not as fast as a kb+m or gamepad(steam controller ...
say on my windows 10 tablet i set up a series of gestures to replace the lack of a keyboard/mouse granted its not as fast as a kb+m or gamepad(steam controller ...
Re: [MOD 0.12.20] KS Power
Any possibility of having them separate still like you used to? as i like the changes just that it wont work with mopower due to both having a wind turbine that is named the same so can we either get them separate or maybe a name change in the code?
- Sat Mar 12, 2016 4:10 pm
- Forum: MoMods
- Topic: (0.13.4) MoPower 0.5.2
- Replies: 15
- Views: 33034
Re: (0.12.20) MoPower 0.4.26
Airat9000 wrote:bug new version factorio
getting the same here if i have ks power installed but works fine without
to the author could we maybe get a name change in the code so that it will work with ks power installed?
- Sat Mar 12, 2016 3:42 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Railways Additions (Locomotives, Cargo-Wagon) - Latest Update 217-Dec17
- Replies: 37
- Views: 65033
Re: Yuoki Industries - Railways Additions (Locomotives, Cargo-Wagon) - Latest Update 216-Mrz12
Cant seem to download the uranium power one link broken(file not found)