Search found 5 matches
- Tue Nov 26, 2024 11:29 pm
- Forum: Ideas and Suggestions
- Topic: [2.0] Train interupt - item/fluid wildcard on empty trains
- Replies: 4
- Views: 600
Re: [2.0] Train interupt - item/fluid wildcard on empty trains
Found myself wanting something like that. At least if the station name (containing the wildcard) is mentioned in the trigger conditions. That being said there is a simple signal workaround if your train(s) leave from the same distribution station. Make your Trigger something like: Trigger (And): * S...
- Tue Nov 19, 2024 7:23 pm
- Forum: Ideas and Suggestions
- Topic: Have quality seeds grow quality plants
- Replies: 3
- Views: 445
Re: Have quality seeds grow quality plants
One concern is that once you get a few quality seeds, you have unlimited quality fruits and more quality seeds forever. Quality bacteria are currently balanced by the need for a constant stream of quality consumables in addition to the bacteria themselves. Although this suggestion would also trivia...
- Mon Sep 28, 2015 10:00 pm
- Forum: Multiplayer
- Topic: [Public|EU] OFFLINE Dedicated Server with Crash Detection
- Replies: 311
- Views: 125553
Re: [Public] Dedicated MP Server with Crash Detection
Same her, (failed to establish connection with peer 88.217.110....)
Maybe someone is on the server but doesn't let udp traffic from other clients through? But not too sure about Factorios networkmodel to be certain about that ...
Maybe someone is on the server but doesn't let udp traffic from other clients through? But not too sure about Factorios networkmodel to be certain about that ...
- Wed Jan 21, 2015 9:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.13] Creating a blueprint (The Item) causes desync.
- Replies: 3
- Views: 1932
[0.11.13] Creating a blueprint (The Item) causes desync.
There really is not more to it. Create a blueprint, game immediatly desynced for us every time.
We only tried one map though so not 100% sure if its map specific.
We only tried one map though so not 100% sure if its map specific.
- Mon Dec 15, 2014 11:25 pm
- Forum: Multiplayer
- Topic: Multiplayer IPv6
- Replies: 18
- Views: 29721
Re: Multiplayer IPv6
+1 For IPv6. My provider recently canceled Support for Portforwarding (implemented NAT on the ISP Side) so I can no longer Host games on IPv4