Search found 14 matches

by hooiberg
Sat Dec 01, 2018 6:28 pm
Forum: Multiplayer
Topic: Headless server and client on same host
Replies: 11
Views: 6540

Re: Headless server and client on same host

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.
by hooiberg
Thu Nov 29, 2018 11:58 am
Forum: Multiplayer
Topic: Headless server and client on same host
Replies: 11
Views: 6540

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.
by hooiberg
Sat Feb 17, 2018 6:52 am
Forum: Show your Creations
Topic: Kovarex Matrix
Replies: 11
Views: 6567

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.
by hooiberg
Fri Feb 16, 2018 9:21 pm
Forum: Show your Creations
Topic: Kovarex Matrix
Replies: 11
Views: 6567

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 ...
by hooiberg
Mon Feb 05, 2018 6:09 pm
Forum: Ideas and Suggestions
Topic: electric trains
Replies: 176
Views: 64154

Re: Electric Trains

And when you walk across the rails, you get zapped! :P
by hooiberg
Mon Feb 05, 2018 10:07 am
Forum: Ideas and Suggestions
Topic: Ultra-fast green belt with infinite research speedup
Replies: 18
Views: 5358

Re: Ultra-fast green belt with infinite research speedup

I like the idea of belt speed in the tech tree. :-)
by hooiberg
Mon Feb 05, 2018 9:47 am
Forum: Ideas and Suggestions
Topic: (Laser) Turret range in the tech tree
Replies: 0
Views: 540

(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...
by hooiberg
Mon Feb 05, 2018 9:34 am
Forum: Ideas and Suggestions
Topic: Conveyor belt speed (blue)
Replies: 58
Views: 14333

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.
by hooiberg
Mon Feb 05, 2018 9:29 am
Forum: Implemented Suggestions
Topic: Blueprints: Mirror/flip
Replies: 97
Views: 63458

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. :-)
by hooiberg
Mon Feb 05, 2018 9:27 am
Forum: General discussion
Topic: Trains are even more lethal than you thought!
Replies: 19
Views: 8184

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...
by hooiberg
Mon Feb 05, 2018 9:24 am
Forum: Ideas and Suggestions
Topic: Nuclear disasters
Replies: 36
Views: 10658

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...
by hooiberg
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: 2433

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. :-)
by hooiberg
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: 2433

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.
by hooiberg
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: 2433

[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...

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