Thank you very much.
I copied the default Steam directory some place else, used that to start the server, and run the client from Steam.
It all works like a charm, now.
Search found 14 matches
- Sat Dec 01, 2018 6:28 pm
- Forum: Multiplayer
- Topic: Headless server and client on same host
- Replies: 11
- Views: 7280
- Thu Nov 29, 2018 11:58 am
- Forum: Multiplayer
- Topic: Headless server and client on same host
- Replies: 11
- Views: 7280
Re: Headless server and client on same host
You even get this error when running a server and a client on the same machine with vanilla factorio. The error message somehow drags mods into it.
- Sat Feb 17, 2018 6:52 am
- Forum: Show your Creations
- Topic: Kovarex Matrix
- Replies: 11
- Views: 7304
Re: Kovarex Matrix
It produces slightly over 5 enriched uranium per second, when it runs optimally, which it rarely does. That is not even that much overkill with nuclear fuel for trains, nuclear fuel cells for reactors, atomic bombs and whatnot going on.
- Fri Feb 16, 2018 9:21 pm
- Forum: Show your Creations
- Topic: Kovarex Matrix
- Replies: 11
- Views: 7304
Kovarex Matrix
Lo an behold the Kovarex Matrix I made. It is is seeded by a default loop, and it is most captivating thing I have ever built in Factorio. It could be faster with signals, but this game is in Marathon mode, and as such the lvl 3 modules to really benefit from them are very very expensive. Blueprint ...
- Mon Feb 05, 2018 6:09 pm
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 75027
Re: Electric Trains
And when you walk across the rails, you get zapped!
- Mon Feb 05, 2018 10:07 am
- Forum: Ideas and Suggestions
- Topic: Ultra-fast green belt with infinite research speedup
- Replies: 18
- Views: 7027
Re: Ultra-fast green belt with infinite research speedup
I like the idea of belt speed in the tech tree.
- Mon Feb 05, 2018 9:47 am
- Forum: Ideas and Suggestions
- Topic: (Laser) Turret range in the tech tree
- Replies: 0
- Views: 626
(Laser) Turret range in the tech tree
Ranges of (laser) turrets are fixed now, making especially the laser turrets with their long range enormously powerful when they are just discovered. It might be nice to have their range increment in a tech tree, just as the firing speeds and damage per shot already are. It would also help to extend...
- Mon Feb 05, 2018 9:34 am
- Forum: Ideas and Suggestions
- Topic: Conveyor belt speed (blue)
- Replies: 58
- Views: 16623
Re: Conveyor belt speed (blue)
I agree with Oktokolo. It would be nice to have the blue belts twice as fast as the red ones.
This would make it worthwhile to upgrade main belt systems past the red.
I do not care about the fractional transport per second, though.
This would make it worthwhile to upgrade main belt systems past the red.
I do not care about the fractional transport per second, though.
- Mon Feb 05, 2018 9:29 am
- Forum: Implemented Suggestions
- Topic: Blueprints: Mirror/flip
- Replies: 97
- Views: 85371
Mirror blueprints
It would be very convenient to have the option to not only rotate blueprints, but to mirror them as well. And it should be fairly easy to implement.
- Mon Feb 05, 2018 9:27 am
- Forum: General discussion
- Topic: Trains are even more lethal than you thought!
- Replies: 19
- Views: 8961
Trains should go slower through curves
Trains go at ludicrous speed through even the sharpest of corners. It would be nice to have them slow down a bit for curves. This would also encourage players to build nice straight rails, and to sacrifice other things for it (landfill, cliff removal, biter extermination) for the reward of speed. Fo...
- Mon Feb 05, 2018 9:24 am
- Forum: Ideas and Suggestions
- Topic: Nuclear disasters
- Replies: 36
- Views: 12484
Re: Nuclear disasters
I like this idea. It is possible now to replace literally many thousands and thousands of solar panels and accumulators with a relatively small area of nuclear power generation. While the nuclear parts are fairly expensive to make, another drawback would be nice. On the other hand, the risk could be...
- Mon Feb 05, 2018 9:18 am
- Forum: Duplicates
- Topic: [0.16.15] framerate drops to ~0.5 fps. Desync after login
- Replies: 6
- Views: 2710
Re: [0.16.15] framerate drops to ~0.5 fps. Desync after login
Wow. Thank you for the fix!
Time to update the server. And to get a better GPU.
Time to update the server. And to get a better GPU.
- Wed Jan 24, 2018 6:50 am
- Forum: Duplicates
- Topic: [0.16.15] framerate drops to ~0.5 fps. Desync after login
- Replies: 6
- Views: 2710
Re: [0.16.15] framerate drops to ~0.5 fps. Desync after login
Sorry for being incomplete.
When I quit the game before the framerate drop, and I try to log back in to the same server, I can do so normally, without getting a desync report.
When I quit the game during the framerate drop, and I try to log back in to the same server, I get a the desync report.
When I quit the game before the framerate drop, and I try to log back in to the same server, I can do so normally, without getting a desync report.
When I quit the game during the framerate drop, and I try to log back in to the same server, I get a the desync report.
- Mon Jan 22, 2018 7:42 pm
- Forum: Duplicates
- Topic: [0.16.15] framerate drops to ~0.5 fps. Desync after login
- Replies: 6
- Views: 2710
[0.16.15] framerate drops to ~0.5 fps. Desync after login
After about an hour or more of normal play, framerate suddenly drops to about 0.5 fps or a bit less. So far, this has only happened during combat. I have removed a few biter bases without a hitch, and then suddenly it goes wrong. The framerate does not recover after the combat is finished. After qui...