Search found 17 matches
- Tue Sep 27, 2016 2:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Multiplayer performance issues - Trains GUI
- Replies: 18
- Views: 9457
Re: Multiplayer performance issues
Did you tried disabling smoke? this only remove the animation, not the smoke enteties beeing generated (solution: a mod which remove smoke entities completly (like UPS-up)) you seems todo alot already only 2 think i could think of 1) performance wise its even better to use robots instead of untergr...
- Wed Sep 21, 2016 9:40 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Web control panel for dedicated server
- Replies: 11
- Views: 11285
Re: Web control panel for dedicated server
its running with 0.14 for me
edit suggestion:
Deletebuttons for mods and saves (when server stopped) would be nice
edit suggestion:
Deletebuttons for mods and saves (when server stopped) would be nice
- Tue Sep 20, 2016 9:16 pm
- Forum: Combinator Creations
- Topic: Simple Emergency Halt of a belt with wrong items
- Replies: 3
- Views: 2890
Simple Emergency Halt of a belt with wrong items
I build and want to share a small setup which stops belts when a wrong item is on the belt: 1) Belt are all connected per green and red wire, green wire going to input of an aritmetic combinator, red connected to output of the combinator 2) Constant combinator connected per red wire to the output of...
- Tue Sep 20, 2016 7:15 am
- Forum: Mods
- Topic: [MOD 0.14.x] UPS-up
- Replies: 41
- Views: 24734
Re: [MOD 0.14.x] UPS-up
that was fast, tyvm
- Mon Sep 19, 2016 6:29 pm
- Forum: Mods
- Topic: [MOD 0.14.x] UPS-up
- Replies: 41
- Views: 24734
Re: [MOD 0.14.x] UPS-up
tested with 0.14.7 in our MP save, worked great so far only small issue our power consumtion of furnaces with eff. modules seemed to increased x4 in avg., pherhaps the modules are not taken into account right?
- Mon Sep 19, 2016 7:28 am
- Forum: Mods
- Topic: [MOD 0.14.x] UPS-up
- Replies: 41
- Views: 24734
Re: [MOD 0.14.x] UPS-up
How does the "makeing more UPS firendly work"? Does it change stats on the machine? Does it change the speed, balance of builds?
shoudnt the devs check that fixes?
shoudnt the devs check that fixes?
- Fri Aug 26, 2016 6:59 pm
- Forum: Releases
- Topic: Version 0.14.1
- Replies: 21
- Views: 24844
Re: Version 0.14.1
for us three MP isnt working stable clients getting error when autosaves hit on server and desync also desync after some time without autosave log form last try: 0.003 2016-08-26 20:39:36; Factorio 0.14.1 (build 24302, win64, steam) 0.004 Operating system: Windows 10 0.004 Program arguments: "D...
- Fri Sep 11, 2015 10:31 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Multiplayer via Evolve. Simple to start.
- Replies: 42
- Views: 78736
Re: Multiplayer via Evolve. Simple to start.
nope you dont need itjoshyurpimp wrote:do you have to have party+ ?
its ok to ask in chat for a game but
spamming or even worse just sending friendrequests/partyinvites without asking to everyone in chat is not the way to go...
- Mon Sep 07, 2015 9:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [12.6, MP][Ox] Research Screen & Game Paused by other Player
- Replies: 1
- Views: 2671
[12.6, MP][Ox] Research Screen & Game Paused by other Player
when you have the research screen open and an other player pause the game you are stucked and cant unpause and/or save the game cause you cant access the menu
- Fri Aug 28, 2015 3:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [12.5] MP problem with autosave and crash when not using p2p
- Replies: 2
- Views: 1755
Re: [12.5] MP problem with autosave and crash when not using p2p
crash this time with using p2p, autosave set to never .. we wanted to try to get rid of the 1min autosaves..
just adding another mp crash -> attachment
just adding another mp crash -> attachment
- Fri Aug 28, 2015 3:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [12.5] MP problem with autosave and crash when not using p2p
- Replies: 2
- Views: 1755
[12.5] MP problem with autosave and crash when not using p2p
Hi,
we just updated to 12.5
we have 2 problems
when plpaying with activated p2p option:
* game autosave every full minute
when trying to playing without p2p actived
the game crashes after few second
the logs are attached from both players
we just updated to 12.5
we have 2 problems
when plpaying with activated p2p option:
* game autosave every full minute
when trying to playing without p2p actived
the game crashes after few second
the logs are attached from both players
- Wed Aug 19, 2015 4:38 pm
- Forum: Railway Setups
- Topic: Compact Tileable Train Station
- Replies: 8
- Views: 23409
Re: Compact Tileable Train Station
the main difference in my opinionis that V2 combines the output of both tracks, and isnt updated yet to the right belt tiers like v3, but in V3 the output is seperated so you can unload 2 different materials so you can choose depending on your needs if you want to combine or seperate the output with...
- Wed Aug 12, 2015 9:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] desync/crash with mod gui and Enter to leave vehicle
- Replies: 2
- Views: 4108
Re: [0.12.3]desync/crash with mod gui and Enter to leave vehicle
another workaround is to just click outside the gui to "unbind" the enter key from the checkbox before exiting the vehicle,
crash only happens when the last click was inside the gui
crash only happens when the last click was inside the gui
- Wed Aug 12, 2015 9:43 pm
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 144525
Re: [0.12] Bugs, crashes & other issues
Currently (factory 0.12.3, FARL 3.3) in MP:
* rebind your enter/leave train key to something else then enter, cause when the last clicked item is a gui compontent and you exit farl with enter, game crash cause the last enter key is still bind to the gui komponent
* rebind your enter/leave train key to something else then enter, cause when the last clicked item is a gui compontent and you exit farl with enter, game crash cause the last enter key is still bind to the gui komponent
- Thu Jan 29, 2015 7:33 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 623233
Re: Yuoki Industries 0.2.23 (11.13)
Ok installed dytech core 1.0.1 and machine 1.0.1 Factorio 0.11.13 Mods: Dytech Core 1.0.1 Dytech Maschine 1.0.1 Dytech Power 1.0.0 Dytech War 1.0.0 Yuoiki 0.2.23 Treefarm Lite 0.1.2 Treffarm AC 0.1.1 Error Msg: edit* replaced error msg with Logfile 16924.929497 Info Logger.cpp:149: 2015-01-29 20:38:...
- Thu Jan 29, 2015 3:02 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 623233
Re: Yuoki Industries 0.2.23 (11.13)
... have it running with treefarm mod together , im used to have dytech also but the 2 mods (yours and dytech in current versions) conflict with each other Write Dysoch. think he wanted to release today (or soon) a new version with some bugfixes, will do when problem still appear, will test it with...
- Thu Jan 29, 2015 1:19 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 623233
Re: Yuoki Industries 0.2.23 (11.13)
rlly nice mod, just need to figure how everthing work, but what i have tested so far is working fine :) have it running with treefarm mod together , im used to have dytech also but the 2 mods (yours and dytech in current versions) conflict with each other P.S. Wenn mal einen Tester für etwas suchst,...