Search found 37 matches
- Mon Feb 05, 2024 1:49 am
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 13365
Re: Friday Facts #396 - Sound improvements in 2.0
Most sounds are great, but I'm not at all convinced by the Inventory sounds. Firstly, the inserter sounds way too much like a dentist drill, and anyway, why would you pick up an inserter with a drill? But just generally, I expect a single action of picking something up to have a consistent sound, no...
- Sat Nov 05, 2022 1:11 am
- Forum: Releases
- Topic: Version 1.1.71
- Replies: 23
- Views: 17696
Re: Version 1.1.71
Thanks so much for doing this!
- Mon Aug 01, 2022 1:47 am
- Forum: Technical Help
- Topic: Service is not responding shortly after connecting
- Replies: 2
- Views: 1069
Re: Service is not responding shortly after connecting
Check https://forums.factorio.com/viewtopic.php?p=570111#p570111 That seems to have done it, I changed the Map setting for Factorio Library, Dictionary levels per batch from 15 to 5 and it seems to have resolved the problem. I imagine Factorio Library awesome. No idea why it sometimes worked and so...
- Sun Jul 31, 2022 8:50 am
- Forum: Technical Help
- Topic: Service is not responding shortly after connecting
- Replies: 2
- Views: 1069
Service is not responding shortly after connecting
I'm trying to run a server, and I've had this issue with a variety of mod selections. Sometimes it works, sometimes it fails with “Service is not responding”. Sometimes there is an error “peternlewis’s computer or network could not keep up with the server, so they have been disconnected”, except my ...
- Wed Jun 22, 2022 9:45 am
- Forum: Desyncs with mods
- Topic: [1.1.59] Krastorio and QoL mods desync
- Replies: 9
- Views: 2795
Re: [1.1.59] Krastorio and QoL mods desync
No ideas what would cause the Server Not Responding when I change the mods? I'd really like to update the mod as the desyncs are quite annoyingly frequent and the crashes that sometimes happen can lose a few minutes of build.
Thanks.
Thanks.
- Tue Jun 21, 2022 8:10 am
- Forum: Desyncs with mods
- Topic: [1.1.59] Krastorio and QoL mods desync
- Replies: 9
- Views: 2795
Re: [1.1.59] Krastorio and QoL mods desync
It looks like the servers are currently having issues, folks have been reporting both here on the forums (https://forums.factorio.com/viewtopic.php?f=49&t=102726) and on the discord. May just need to give it some time or disable verification for the time being. Why would that only affect my ser...
- Tue Jun 21, 2022 5:59 am
- Forum: Desyncs with mods
- Topic: [1.1.59] Krastorio and QoL mods desync
- Replies: 9
- Views: 2795
Re: [1.1.59] Krastorio and QoL mods desync
OK, I can't really determine if this fixes the issue because if I make any changes to the mods on the server, then after syncing the client it connects and then quickly gives a Server is Not Responding and drops the connection. It does not seem to matter what mod change I make - if I upgrade Placeab...
- Mon Jun 20, 2022 11:49 pm
- Forum: Desyncs with mods
- Topic: [1.1.59] Krastorio and QoL mods desync
- Replies: 9
- Views: 2795
Re: [1.1.59] Krastorio and QoL mods desync
Thanks, much appreciated, I will update the mod and verify that the desyncs stop.
- Mon Jun 20, 2022 7:40 am
- Forum: Desyncs with mods
- Topic: [1.1.59] Krastorio and QoL mods desync
- Replies: 9
- Views: 2795
[1.1.59] Krastorio and QoL mods desync
Seems to happen shortly after connecting. Frequently when you first use “q” or first place an item. Frequently, but not always the server crashes. 2022-06-20 14:58:37 [JOIN] peternlewis joined the game 88547.672 Info ServerMultiplayerManager.cpp:947: updateTick(7761359) received stateChanged peerID(...
- Thu Mar 10, 2022 7:27 am
- Forum: Railway Setups
- Topic: How-to: Two-way rails
- Replies: 30
- Views: 142117
Re: How-to: Two-way rails
Great post, still highly relevant. I tend to use two lane, one way rails around my base and for nearby initial outposts, and nearby initial resource patches. In the last game I played, I expanded the main bus of the rail system to four lanes (two each way) to enhance throughput in that area. Then I ...
- Mon Mar 07, 2022 1:32 pm
- Forum: Ideas and Suggestions
- Topic: Search in Map View / Map Search Box: Resources, Recipes, More?
- Replies: 18
- Views: 7913
Re: Search in Map View / Map Search Box: Resources, Recipes, More?
In m opinion this will not implemented. Because of the enormous CPU-effort for this kind of search (*); a search over the whole map could be used as DoS-Attack by griefers, or it must be programmed quite differently. The suggestion I made requires only filtering the display of icons on the map so I...
- Thu Mar 03, 2022 4:06 am
- Forum: Ideas and Suggestions
- Topic: Search in Map View / Map Search Box: Resources, Recipes, More?
- Replies: 18
- Views: 7913
Search in Map View
TL;DR I am forever looking for where the [random widget] assembler is in my highly disorganised and organic factory. What ? I would like if there was a search field in Map view. Ideally it would probably hide all the non matching icons (if in show icon mode) and (if not in show icon mode) show all ...
- Thu Feb 11, 2021 8:45 am
- Forum: Pending
- Topic: [1.1.21] Crash after launch, boring log
- Replies: 2
- Views: 1350
[1.1.21] Crash after launch, boring log
Launched Steam Launched Factorio Factorio crashes on log, reporting an error, and asking for the log to be posted to the forum. Attached. This is the second time I've seen it, last time I just launched it again and it worked without issue. [Edit: yes, relaunched it from Steam, and it launched withou...
- Fri Jan 08, 2021 7:10 am
- Forum: Releases
- Topic: Version 1.1.7
- Replies: 25
- Views: 19354
Re: Version 1.1.7
I believe he meant that the blueprints should just be allowed to break. No, I meant you should be able to flip the chemical plant and the refinery in the same way you can rotate them. I'm not sure why that would require an additional recipe - presumably rotations do not require additional recipes. ...
- Fri Jan 08, 2021 4:14 am
- Forum: Releases
- Topic: Version 1.1.7
- Replies: 25
- Views: 19354
Re: Version 1.1.7
>blueprint cannot be flipped It does occur to me that if you could flip the chemical plants and refineries, it would simplify this and remove a bunch of cases where blueprints cannot be flipped. It's not like allowing flipping of the plants changes the game in any meaningful way, could even lead to ...
- Mon Dec 07, 2020 10:02 am
- Forum: Ideas and Suggestions
- Topic: v1.1 should allow belt dragging locked or free form
- Replies: 2
- Views: 1343
v1.1 should allow belt dragging locked or free form
TL;DR When dragging belts in 1.1, you can lock it to a direction, which is great much of the time, but if you start dragging perpendicular to the initial belt, it should allow free form belt placement. What ? The new belt dragging locked to a direction is often great, but sometimes you want to spam...
- Sun Nov 29, 2020 4:36 am
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 49324
Re: Version 1.1.1
It [rocket launch count] was built-in in vanilla until 1.0, but was removed in 1.1 experimental. Could we know why? It seems for anything past the "win game" state, the number of rocket launches is a primary driver for a lot of factories. That and science/minute. I’d love to understand yo...
- Wed Nov 25, 2020 3:23 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 130152
Re: Version 1.1.0
Really weird no one here is talking about Transport belt drag building is locked into a line, can be turned off by an interface setting. I personally love it, but I'd like to have it under (modifier) hotkey or shortcut. It just feels weird it behaves differently for belts than other entities and tu...
- Tue Nov 24, 2020 4:33 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 130152
Re: Version 1.1.0
Does anyone have any way to batch update old saves? I have lots of old saves dating back for years and while I don't really care all that much, I also don't entirely want to lose all access to them when I upgrade to 1.1. It would be really tedious to go through them all opening, correcting mods (if ...
- Thu Jul 09, 2020 1:03 pm
- Forum: Not a bug
- Topic: Load/Save dialog does not fit
- Replies: 4
- Views: 1021
Load/Save dialog does not fit
Display 1280 x 800, Factorio UI at 100%, the Load/save dialog doesn't fit the width.
The panel is non-resizable and seems needlessly wide.
Either it should be resizable, or better yet it should simple fit within the screen.
The panel is non-resizable and seems needlessly wide.
Either it should be resizable, or better yet it should simple fit within the screen.