Search found 26 matches
- Sat Jul 27, 2019 8:51 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 158733
Re: Friday Facts #305 - The Oil Changes
First of all thank you Wube for taking the time to explain your thoughts and considering community feedback! Second, thank you very much V453000 for the Oil-changes mod, having this option to try out the changes provides a very good base for discussion and is really appreciated! Would it be possible...
- Tue Mar 19, 2019 8:52 am
- Forum: Pending
- Topic: [0.17.12] [Linux] Game froze when I was placing belts
- Replies: 2
- Views: 504
Re: [0.17.12] [Linux] Game froze when I was placing belts
I played over 15 hours of 0.17.14 during the weekend, and there were no freezes. This morning I played around 1.5 hours of 0.17.15 and there was a noticeable hitch for around 2 seconds (which was not an autosave, autosave triggered around 30 seconds later), but no freezes. I'll post updates if I get...
- Fri Mar 15, 2019 6:45 am
- Forum: Pending
- Topic: [0.17.12] [Linux] Game froze when I was placing belts
- Replies: 2
- Views: 504
[0.17.12] [Linux] Game froze when I was placing belts
I wasn't doing anything complicated, just laying down another line of belts when the game froze. I waited a few seconds, thinking it's just the usual save game hitch, but when nothing happened, I tried to minimize the window to see if it would react. The window resized, but Factorio remained frozen....
- Thu Mar 14, 2019 5:20 pm
- Forum: Won't fix.
- Topic: [0.17.11] Incorrect ghost image of copy-pasted assembly machine
- Replies: 2
- Views: 624
Re: [0.17.11] Incorrect ghost image of copy-pasted assembly machine
Ok, thanks for the explanation!
- Thu Mar 14, 2019 6:57 am
- Forum: Won't fix.
- Topic: [0.17.11] Incorrect ghost image of copy-pasted assembly machine
- Replies: 2
- Views: 624
[0.17.11] Incorrect ghost image of copy-pasted assembly machine
I copy-pasted an Assembly Machine 2 making Processing Units, and the ghost image had two pipes instead of one, as if the rotated and default positions were combined into a single ghost.
- Fri Mar 08, 2019 7:05 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.7] Train Inactivity condition still capped at 120s
- Replies: 6
- Views: 2035
Re: [0.17.7] Train Inactivity condition still capped at 120s
I can confirm this on 0.17.8. Time passed is uncapped and works as expected, but time of inactivity is capped at 120s.
- Fri Mar 08, 2019 6:07 am
- Forum: Not a bug
- Topic: [0.17.7 or 8?] Hardly taking any damage
- Replies: 2
- Views: 511
Re: [0.17.7 or 8?] Hardly taking any damage
I can reproduce this on unmodded 0.17.8. With modular armor, small biters do no damage.
- Fri Mar 08, 2019 6:06 am
- Forum: Not a bug
- Topic: Atomic Bomb not working
- Replies: 5
- Views: 603
Re: Atomic Bomb not working
Cannot reproduce on unmodded 0.17.8. The atomic bomb correctly creates the area of effect for me.
- Sat Mar 02, 2019 5:43 pm
- Forum: Pending
- Topic: [0.17.4] [Linux] corrupted size vs. prev_size on first start
- Replies: 3
- Views: 861
Re: [0.17.4] [Linux] corrupted size vs. prev_size on first start
No, the settings were from a previous 0.17.2 install.
- Sat Mar 02, 2019 6:54 am
- Forum: Pending
- Topic: [0.17.4] Trains are silent
- Replies: 2
- Views: 610
Re: [0.17.4] Trains are silent
Train sounds work fine for me on a full fresh install of 0.17.4, both repeated track sounds and the breaking steam sound play as they should and I can hear them just fine.
- Sat Mar 02, 2019 6:08 am
- Forum: Pending
- Topic: [0.17.4] [Linux] corrupted size vs. prev_size on first start
- Replies: 3
- Views: 861
[0.17.4] [Linux] corrupted size vs. prev_size on first start
I downloaded and extracted the full 0.17.4 tarball, copied over my config and saves into the new structure, then tried to start the game. The first time I tried to start the game I got the following error: 0.000 2019-03-02 06:58:24; Factorio 0.17.4 (build 43174, linux64, alpha) 0.035 Operating syste...
- Wed Feb 27, 2019 8:01 am
- Forum: Not a bug
- Topic: Mangled graphics in the various menues
- Replies: 6
- Views: 1117
Re: Mangled graphics in the various menues
Those are intended decorations on the GUI.
- Wed Feb 27, 2019 7:28 am
- Forum: Won't fix.
- Topic: [0.17.0] Error when updating to 0.17.1
- Replies: 13
- Views: 3854
Re: [0.17.0] Error when updating to 0.17.1
@Hexalan : There is a separate bug report for the bad_alloc on Linux: viewtopic.php?f=7&t=65264
- Wed Feb 27, 2019 7:18 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17] [linux] Update to 0.17.1 std::bad_alloc
- Replies: 9
- Views: 2831
Re: [0.17] [linux] Update to 0.17.1 std::bad_alloc
Same here. Latest updates on Ubuntu 18.04 trying to update from 0.17.0 to 0.17.1 always crashes. If I click "Update now" on the popup on startup I get std::bad_alloc. If I select "Ask me later" then go to "About" -> "Check updates" and "Update now" I...
- Tue Feb 26, 2019 5:46 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 219122
Re: Version 0.17.0
Linux tarball link looks still broken $ wget -v --header "Cookie: __cfduid=<snip>; session=<snip>" https://www.factorio.com/get-download/0.17.0/alpha/linux64 --2019-02-26 18:41:06-- https://www.factorio.com/get-download/0.17.0/alpha/linux64 Resolving www.factorio.com (www.factorio.com)... ...
- Tue Jan 01, 2019 7:56 pm
- Forum: Not a bug
- Topic: [0.16.51] Idle logistic robots vanish inside roboport (modded)
- Replies: 3
- Views: 723
Re: [0.16.51] Idle logistic robots vanish inside roboport (modded)
Oh lol! I should totally get some sleep. Thanks 

- Tue Jan 01, 2019 7:40 pm
- Forum: Not a bug
- Topic: [0.16.51] Idle logistic robots vanish inside roboport (modded)
- Replies: 3
- Views: 723
[0.16.51] Idle logistic robots vanish inside roboport (modded)
When I insert a logistic robot into a roboport in a tiny network (of only one roboport), it vanishes if it is idle. Happens every time on that save game in that roboport. What is even more surprising, is that when I connect that single roboport into the main logistic network, the effect persists - a...
- Sat Dec 15, 2018 12:14 pm
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 21104
Re: Friday Facts #273 - Cutscene controller & Localisation plan
I would like to second the opinions to make cutscenes optional and/or skippable. The presented clip does make me feel uncomfortable. All required information (objectives/requirements/target location) should have already been presented in other means anyway (text, markers on map, arrow on edge of the...
- Thu Sep 27, 2018 5:32 am
- Forum: General discussion
- Topic: Complete the game in 8 hours achievement - time for a change?
- Replies: 16
- Views: 14781
Re: Complete the game in 8 hours achievement - time for a change?
Spoon isn't twitchy, at least in my opinion it isn't. 8 hours is more than enough time to execute any build you have planned (and perhaps practiced) earlier. It might not be enough if you're going in blind, but the expectation of having a plan fits Factorio reasonably well. Plus it is 8 hours in-gam...
- Wed Sep 26, 2018 6:32 pm
- Forum: General discussion
- Topic: Complete the game in 8 hours achievement - time for a change?
- Replies: 16
- Views: 14781
Re: Complete the game in 8 hours achievement - time for a change?
I think the 8 hours achievement is great, and if anything, harder achievements should be added! Achievements should require some effort, not be given out automatically just for having the game installed. I had about ~500 hours in Factorio before I decided to finally sit down and do all the achieveme...