Search found 21 matches
- Sat Dec 07, 2019 10:29 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 49917
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
Reading the part about Optimizations, I remembered that Dwarf Fortress suffer from the same limitations. Given that both are system simulators (in the conceptual sense) I think that it would be cool if you talked with Toady about your specific scenarios and how you deal with them.
- Sun Aug 11, 2019 2:04 am
- Forum: Not a bug
- Topic: Compilatron box doesn't exist anymore, it's just an iron box
- Replies: 3
- Views: 1560
Re: Compilatron box doesn't exist anymore, it's just an iron box
I think that compilatron getting stuck because an user action, without recourse, since it was impossible to move the power pole out of the way to allow the cut scene finish and everything to set up, is a bug. The campaign would work fine if the user just didn't put stuff in compilatron's way, but ho...
- Sat Aug 03, 2019 3:52 am
- Forum: Not a bug
- Topic: Compilatron box doesn't exist anymore, it's just an iron box
- Replies: 3
- Views: 1560
Re: Compilatron box doesn't exist anymore, it's just an iron box
Restarted again, this time I put the power pole far from where I know compilatron would be. Seems that the previous power pole was in the way and made it unable to move from its place.
- Sat Aug 03, 2019 3:37 am
- Forum: Not a bug
- Topic: Compilatron box doesn't exist anymore, it's just an iron box
- Replies: 3
- Views: 1560
Compilatron box doesn't exist anymore, it's just an iron box
After I repaired the assembly machine, the Compilatron box became just an iron chest. I'm unsure if it's reproducible.
See attached save.
See attached save.
- Sat Mar 09, 2019 3:20 am
- Forum: General discussion
- Topic: Why are tanks a requirement for uranium ammo?
- Replies: 1
- Views: 1280
Why are tanks a requirement for uranium ammo?
I get the requirement on military 4, being more advanced weaponry, but it seems that the only reason is because uranium cannon shells and you need the cannon shells to make those. But at that point of the game, I don't know if requiring ammo modifiers to be allowed only when the materials to make sa...
- Thu Feb 28, 2019 3:18 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.2] cant place underground pipe on a tile between to normal pipe containing different fluids
- Replies: 10
- Views: 8083
Re: [0.17.2] cant place underground pipe on a tile between to normal pipe containing different fluids
This is probably related to viewtopic.php?t=65298 fix. The algo is probably too sensitive.
- Thu Feb 28, 2019 2:05 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] [GUI] Settings -> Other asks for confirmation when pressing back even though nothing changed
- Replies: 13
- Views: 6685
- Wed Feb 27, 2019 8:56 pm
- Forum: Duplicates
- Topic: [0.17.2] Other settings always asks to save changes, even when nothing changed
- Replies: 1
- Views: 849
[0.17.2] Other settings always asks to save changes, even when nothing changed
To reproduce: - Download and unpack linux build - Copy older saves and configuration to new installation directory - Go to Settings > Other - Click back or press ESC without changing anything What happens: Factorio asks you if you want to discard changes What should happen instead: If nothing was ch...
- Wed Feb 27, 2019 5:59 pm
- Forum: Resolved Problems and Bugs
- Topic: Server authentication issue
- Replies: 4
- Views: 1945
Re: Server authentication issue
Are you using headless or the full client?
- Wed Feb 27, 2019 5:04 pm
- Forum: Duplicates
- Topic: [0.17] [linux] Manual updating gets stuck in a infinite loop
- Replies: 4
- Views: 2226
Re: [0.17] [linux] Manual updating gets stuck in a infinite loop
Downloaded the update zip file from https://updater.factorio.com/get-download-link as your api does, which gave me core-linux64-0.17.0-0.17.1-update.zip. Then used factorio --apply-update /tmp/core-linux64-0.17.0-0.17.1-update.zip to apply the update.
- Wed Feb 27, 2019 12:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.x] Map preview on Linux shows garbage before rendering
- Replies: 7
- Views: 4115
Re: [0.17.x] Map preview on Linux shows garbage before rendering
Probably only AMD APU's. Seeing this on 2200G with 3G of VRAM, Debian testing.
- Tue Feb 26, 2019 11:54 pm
- Forum: Duplicates
- Topic: [0.17] [linux] Manual updating gets stuck in a infinite loop
- Replies: 4
- Views: 2226
Re: [0.17] [linux] Manual updating gets stuck in a infinite loop
I opened up my "0.17.0" Factorio to check it out but it reports itself as being 0.17.1. I will investigate later what's going on.
- Tue Feb 26, 2019 11:29 pm
- Forum: Duplicates
- Topic: [0.17] [linux] Manual updating gets stuck in a infinite loop
- Replies: 4
- Views: 2226
[0.17] [linux] Manual updating gets stuck in a infinite loop
Since updating using the gui results in a bad_alloc I decided to update it manually. Once I noticed that the thing was taking too much time, I decided to look at it from the console. I see that it's stuck in an infinite loop: ../factorio/bin/x64/factorio --apply-update /tmp/core-linux64-0.17.0-0.17....
- Tue Feb 26, 2019 11:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17] [linux] Update to 0.17.1 std::bad_alloc
- Replies: 9
- Views: 5265
[0.17] [linux] Update to 0.17.1 std::bad_alloc
Trying to upgrade from 0.17 to .1 results in a soft crash: 0.000 2019-02-26 19:01:02; Factorio 0.17.0 (build 42971, linux64, alpha) 0.131 Operating system: Linux (Debian unstable) 0.131 Program arguments: "/home/braiam/games/factorio/bin/x64/factorio" 0.131 Read data path: /home/braiam/gam...
- Mon Feb 25, 2019 10:43 pm
- Forum: Not a bug
- Topic: [sound] "Alert volume" doesn't modify the programmable speaker volume
- Replies: 3
- Views: 1387
Re: [sound] "Alert volume" doesn't modify the programmable speaker volume
Thanks, then I wasn't going crazy. BTW, could the programmable speaker reuse the alert code path when set up to play globally and change the text to say "upgrade to alert", since that's essentially what the option does, and would explain what the option does. Do I have to open a FR for that?
- Sun Feb 24, 2019 8:11 pm
- Forum: Not a bug
- Topic: [sound] "Alert volume" doesn't modify the programmable speaker volume
- Replies: 3
- Views: 1387
[sound] "Alert volume" doesn't modify the programmable speaker volume
As the title says, the programmable speaker sound isn't modified by the "Alert volume" in the sound configuration, but by the "Game effects volume" one. While the programmable speaker is an in game feature, given that it also shows an icon like other alerts (entity damage/destroy...
- Sat Jan 05, 2019 4:34 pm
- Forum: Technical Help
- Topic: Make factorio use pulse instead of alsa
- Replies: 2
- Views: 1874
Re: Make factorio use pulse instead of alsa
If your operative system has padsp, you can run padsp ./factorio and it would then use pulse using OSS emulation.
- Sat Jan 05, 2019 4:33 pm
- Forum: Technical Help
- Topic: Make factorio use pulse instead of alsa
- Replies: 2
- Views: 1874
Make factorio use pulse instead of alsa
For some reason, on my new system ALSA doesn't work. While I figure that out, all other programs that use pulseaudio seems to be doing fine. Is there a way to pulse-fy factorio? (note about the below log, it starts, just without sound. dsp doesn't exist, but dsp1 does) 0.012 2019-01-05 12:13:31; Fac...
- Sat Apr 07, 2018 7:01 pm
- Forum: News
- Topic: Friday Facts #237 - Rich & interactive text
- Replies: 72
- Views: 41397
Re: Friday Facts #237 - Rich & interactive text
I think StrangeLoopsGames with their Eco game figured the item/recipe/technology interactive text thing. I for one, prefer simpler syntax like markdown plus converting to interactive text specific keywords. Of course, that suppose there's a scheme to the name of stuff.
- Mon Jan 08, 2018 4:01 am
- Forum: Resolved Problems and Bugs
- Topic: Canceling loading a save using esc key, provokes a crash
- Replies: 3
- Views: 2908
Re: Canceling loading a save using esc key, provokes a crash
It's independent of save file. You just need to get game over (forgot that on the original report). Attached a save file with a bitter base just north for scientific purposes. The world doesn't have 5 minutes of being created.