Thanks for testing out the save on your end, and the same mod setup. I wonder if I had generated the save file using the headless server if it would have worked.
Is there any way to disable the CRC check, or to repair the replay file etc?
Search found 34 matches
- Thu Dec 26, 2019 7:55 pm
- Forum: Pending
- Topic: [0.17.79] Multiplayer replay desyncs (crc fail)
- Replies: 3
- Views: 2111
- Thu Dec 26, 2019 1:02 pm
- Forum: Pending
- Topic: [0.17.79] Multiplayer replay desyncs (crc fail)
- Replies: 3
- Views: 2111
[0.17.79] Multiplayer replay desyncs (crc fail)
I searched around and couldn't find any similar issues.
A map with replays enabled from start and no mod changes (only using LTN) desyncs when trying to load the replay. The save was created in single player (with the mod enabled), then transferred to a server (with the mod enabled). The map was ...
A map with replays enabled from start and no mod changes (only using LTN) desyncs when trying to load the replay. The save was created in single player (with the mod enabled), then transferred to a server (with the mod enabled). The map was ...
- Thu Dec 26, 2019 7:25 am
- Forum: Balancing
- Topic: Bots Versus Belts - Vas's Take
- Replies: 15
- Views: 9060
Re: Bots Versus Belts - Vas's Take
Bots win in at least three situations that cannot be fixed by buffing belts:
In megabases, bots conserve the only resource that matters, UPS.
In the endgame, bots win in optimal beacon setups due to their low space and flexible positioning. The space is already lower than any conceivable buffed ...
In megabases, bots conserve the only resource that matters, UPS.
In the endgame, bots win in optimal beacon setups due to their low space and flexible positioning. The space is already lower than any conceivable buffed ...
- Thu Dec 26, 2019 5:33 am
- Forum: Ideas and Suggestions
- Topic: Glyph's big list of feedback: feature requests and more!
- Replies: 8
- Views: 6039
Re: Glyph's big list of feedback: feature requests and more!
Please forgive the thread resurrection. I thought it would be fun to revisit my suggestions now, five years later, after much amazing labor by the devs and many (hundreds? thousands?) hours more experience playing. I tell everyone that Factorio is the single most polished game ever, and it's not ...
- Tue Aug 19, 2014 7:37 am
- Forum: Gameplay Help
- Topic: How can you avoid gridlocks at a train circle?
- Replies: 11
- Views: 11926
Re: How can you avoid gridlocks at a train circle?
I have been wondering, in that center criss-cross section, does the signal on the horizontal line block trains from entering the criss-cross if a train is on one of the turning tracks? Since it is not a connected segment, is there any way the signal would know about trains in the criss-cross?
The ...
The ...
- Tue Aug 19, 2014 7:35 am
- Forum: Not a bug
- Topic: [0.10.8] Rail blocks improperly connected by forked rails
- Replies: 3
- Views: 2157
Re: [0.10.8] Rail blocks improperly connected by forked rail
Hey I never noticed the block number! That helps some when "debugging" my rails.ssilk wrote:as you see in the first pic the incoming and outgoing block number is the same.
- Mon Aug 18, 2014 8:55 pm
- Forum: Gameplay Help
- Topic: How can you avoid gridlocks at a train circle?
- Replies: 11
- Views: 11926
Re: How can you avoid gridlocks at a train circle?
Speaking from experience in Transport Tycoon (and zero in Factorio with trains), nope no way of avoiding it. Can only have one train in the loop at a time...
The only other way to do it would be to route individual lines to each direction and then signal them up.
That is, don't send the trains to ...
The only other way to do it would be to route individual lines to each direction and then signal them up.
That is, don't send the trains to ...
- Mon Aug 18, 2014 6:08 am
- Forum: Gameplay Help
- Topic: How can you avoid gridlocks at a train circle?
- Replies: 11
- Views: 11926
How can you avoid gridlocks at a train circle?
Or, more correctly, how can you avoid gridlocks at a train circle and allow more than one train to use the circle at a time?
See this image for my train circle:
http://i.imgur.com/gP8QUtY.jpg
If the circle only has signals at the inputs/outputs, then there wouldn't be a problem: trains would ...
See this image for my train circle:
http://i.imgur.com/gP8QUtY.jpg
If the circle only has signals at the inputs/outputs, then there wouldn't be a problem: trains would ...
- Sun Aug 17, 2014 9:22 pm
- Forum: Not a bug
- Topic: [0.10.8] Rail blocks improperly connected by forked rails
- Replies: 3
- Views: 2157
[0.10.8] Rail blocks improperly connected by forked rails
I searched the forum and common issues. This bug is related to the one reported here: https://forums.factorio.com/forum/viewtopic.php?f=11&t=4707&p=35886&hilit=rail+signal#p35886. However, that bug was supposed to be fixed by 0.10.3 and involved a different forking setup (joining instead of forking ...
- Sun Aug 17, 2014 8:30 pm
- Forum: Railway Setups
- Topic: [Design] Two Cargo Wagons to Blue Belt fastest
- Replies: 9
- Views: 13579
Re: [Design] Two Cargo Wagons to nearly saturated Blue Belt
This design clogs.DaveMcW wrote:
https://gfycat.com/DizzyUnacceptableIndigowingedparrot
edit: fixed that design. https://gfycat.com/FilthyFirmIcterinewarbler
- Sun Aug 17, 2014 8:11 pm
- Forum: Railway Setups
- Topic: [Design] Two Cargo Wagons to Blue Belt fastest
- Replies: 9
- Views: 13579
Re: [Design] Two Cargo Wagons to nearly saturated Blue Belt
Quick Q about this design.
If you have the stack bonus fully researched, is it better to use yellow basic inserters to unload the trains to chests or is it still better to use fast inserters?
If the goal is to unload the trains as fast as possible, then fast inserters are the way to go. You could ...
If you have the stack bonus fully researched, is it better to use yellow basic inserters to unload the trains to chests or is it still better to use fast inserters?
If the goal is to unload the trains as fast as possible, then fast inserters are the way to go. You could ...
- Sun Aug 17, 2014 10:14 am
- Forum: General discussion
- Topic: Dump map? Export to PNG?
- Replies: 8
- Views: 8864
Re: Dump map? Export to PNG?
Do you mean export the map map (what is displayed on the map screen) or do you mean the rendered map with the tilesets and everything?
- Sun Aug 17, 2014 10:11 am
- Forum: News
- Topic: Friday Facts #46
- Replies: 35
- Views: 35773
Re: Friday Facts #46
I assume that if someone is cheating, the game will desync and everyone reloads from the host. You have to trust the host of course, but that's the same as trusting the server.
In true P2P there is no host, correct?
I am fine with "having" to trust a host. That is totally acceptable (and ...
- Sun Aug 17, 2014 9:50 am
- Forum: Railway Setups
- Topic: [Design] Two Cargo Wagons to Blue Belt fastest
- Replies: 9
- Views: 13579
[Design] Two Cargo Wagons to Blue Belt fastest
After quite a bit of thought, I came up with a compact and relatively inexpensive way to unload a two-cargo wagon train onto a single blue conveyor belt at the fastest possible speed for one inserter per chest. The design can be put on both sides of a track to allow the coveted 10 second cargo ...
- Sun Aug 17, 2014 2:12 am
- Forum: News
- Topic: Friday Facts #46
- Replies: 35
- Views: 35773
Re: Friday Facts #46
Personally I would much rather have one trusted game state. When MP servers become popular, P2P opens up all sorts of security issues, along with the standard sync issues it can cause. I know MP isn't nearly done, but that is where I'd really like to see it head.
- Sat Aug 16, 2014 12:43 pm
- Forum: General discussion
- Topic: Small Inserter Test
- Replies: 3
- Views: 6431
Re: Small Inserter Test
Interesting! And of course, if you are using 100% solar, then burners are the only ones that require you to use resources.
I feel like burner inserters do need a buff though, they could have a place in some designs. Question: Can you use an inserter to insert fuel into a burner inserter?
I feel like burner inserters do need a buff though, they could have a place in some designs. Question: Can you use an inserter to insert fuel into a burner inserter?
- Sat Aug 16, 2014 9:12 am
- Forum: Ideas and Suggestions
- Topic: Glyph's big list of feedback: feature requests and more!
- Replies: 8
- Views: 6039
Re: Glyph's big list of feedback: feature requests and more!
Request: Allow green / red circuits to connect to pretty much anything that moves. This includes all actuators e.g. conveyor belts, factories, refineries, all inserters, etc. The cables will act to turn on/off the things they are connected to in the same way as smart inserters. I'd really rather ...
- Thu Aug 14, 2014 3:25 am
- Forum: Ideas and Suggestions
- Topic: Glyph's big list of feedback: feature requests and more!
- Replies: 8
- Views: 6039
Re: Glyph's big list of feedback: feature requests and more!
Thanks for the feedback! I'll try and sort this into a number of requests.
- Wed Aug 13, 2014 8:57 pm
- Forum: News
- Topic: Friday Facts #46
- Replies: 35
- Views: 35773
Re: Friday Facts #46
I hate peer-to-peer, trying to play Command & Conquer 3 on multiplayer is plagued with connection issues. I know 3 people who would have played that game if it weren't for issues such as that. We ended up having a few games over VPN (such as hamachi, OpenVPN, tunngle) but those programs are so ...
- Wed Aug 13, 2014 8:53 pm
- Forum: Energy Production
- Topic: [0.8.x] Big solar farm
- Replies: 49
- Views: 174247
Re: [0.8.x] Big solar farm
Is it possible to run a belt through your separation? I have "only" one gap between my fields but they prevented me from ripping down entire sections. Ok, in my solar setup it would also have the possibility to use one of my running-gaps with undergroundbelts but I never did yet. But it has to be a ...