Search found 37 matches

by peternlewis
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...
by peternlewis
Sat Nov 05, 2022 1:11 am
Forum: Releases
Topic: Version 1.1.71
Replies: 23
Views: 17696

Re: Version 1.1.71

FactorioBot wrote:
Fri Nov 04, 2022 12:13 pm
Optimizations
  • Added native support for M1 Macs.
Thanks so much for doing this!
by peternlewis
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...
by peternlewis
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 ...
by peternlewis
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.
by peternlewis
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...
by peternlewis
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...
by peternlewis
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.
by peternlewis
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(...
by peternlewis
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 ...
by peternlewis
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...
by peternlewis
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 ...
by peternlewis
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...
by peternlewis
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. ...
by peternlewis
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 ...
by peternlewis
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...
by peternlewis
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...
by peternlewis
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...
by peternlewis
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 ...
by peternlewis
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.

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