Search found 18 matches
- Fri Nov 03, 2023 4:04 am
- Forum: Technical Help
- Topic: Unable to login in game
- Replies: 10
- Views: 1172
Re: Unable to login in game
OK EVERYONE, FIXED IT You're gonna laugh. So I checked all the other forum posts - I'll make some notes for people stumbling across this post in the future: - I tried changing my DNS server, from the default "automatic" to google's DNS server (8.8.8.8), no improvement. - The windows 7 fixe...
- Wed Nov 01, 2023 7:50 pm
- Forum: Technical Help
- Topic: Unable to login in game
- Replies: 10
- Views: 1172
Re: Unable to login in game
Thanks, I had guessed that it was something where I was entering the command in an invalid place.
Any thoughts on answering the root issue, not being able to authenticate, and thus not being able to play multiplayer?
Any thoughts on answering the root issue, not being able to authenticate, and thus not being able to play multiplayer?
- Wed Nov 01, 2023 4:41 am
- Forum: Bug Reports
- Topic: [1.1.94] Force-closing while wait
- Replies: 0
- Views: 325
[1.1.94] Force-closing while wait
1. What did you do? I tried to login via steam, and when that took too long I tried to quit. Nothing exits the process: Esc, enter, delete, backspace, space. So I pressed Alt-F4 to terminate the process. 2. What happened? Factorio froze, then crashed. 3. What did you expect to happen instead? It mig...
- Wed Nov 01, 2023 4:29 am
- Forum: Technical Help
- Topic: Unable to login in game
- Replies: 10
- Views: 1172
Re: Unable to login in game
I am having a similar issue. Verision 1.1.94, build 61774, Windows 64. I cannot log into steam or view or host multiplayer games, and I get the error "Failed to reach auth server. Code: 520. Error: Unknown Error" I have reinstalled factorio today, and checked for the latest windows updates...
- Sat Nov 07, 2020 6:42 am
- Forum: Resolved Problems and Bugs
- Topic: Screenshot causes crash with very small resolution values
- Replies: 5
- Views: 3361
Re: Screenshot causes crash with very small resolution values
@Valneq: It was actually an accident: - Try to take screenshots of very big base, but UPS is slow and walking is slow and train tracks are intentionally separate networks to prevent clogs - Learn to use game.take_screenshot instead of /screenshot command - Try to use parameters "position",...
- Sat Nov 07, 2020 5:25 am
- Forum: Resolved Problems and Bugs
- Topic: Screenshot causes crash with very small resolution values
- Replies: 5
- Views: 3361
Screenshot causes crash with very small resolution values
Running the following command is guaranteed to cause a crash:
game.take_screenshot{resolution={0.25,0.25}}
It seems that when the resolution is below 1 pixel, the game cannot handle it gracefully.
Log file attached.
game.take_screenshot{resolution={0.25,0.25}}
It seems that when the resolution is below 1 pixel, the game cannot handle it gracefully.
Log file attached.
- Fri Aug 28, 2020 7:33 am
- Forum: Duplicates
- Topic: [1.0.0] Construction Robots take very long time to build if many ghosts exist that don't have enough materials
- Replies: 2
- Views: 1004
Re: [1.0.0] Construction Robots take very long time to build if many ghosts exist that don't have enough materials
Any chance new construction commands could be placed at the top of the queue, interrupting or restarting the game's backlog of unbuilt ghosts? This way if there are 8000 accumulators sitting off in the distance missing material, a new construction command could still be carried out quickly. This see...
- Fri Aug 28, 2020 7:29 am
- Forum: Not a bug
- Topic: [0.18.13] Robot Construction count incorrect
- Replies: 5
- Views: 1678
Re: [0.18.13] Robot Construction count incorrect
I understand. Could the game "fake it" ? For example: Would it be possible to store the alerts generated each tic in a list and report that list to the user, with a 1 second expiration or something? 1 second of tracking at 600 bot alerts per tic is 36000 missing items you could "repor...
- Fri Aug 28, 2020 12:21 am
- Forum: Duplicates
- Topic: [1.0.0] Construction Robots take very long time to build if many ghosts exist that don't have enough materials
- Replies: 2
- Views: 1004
[1.0.0] Construction Robots take very long time to build if many ghosts exist that don't have enough materials
Bug Report I have 8400 solar panels and 8000 accumulators blueprinted, waiting for material to build (this is about 500 MW of power). There is one single logistics network with 1000 construction robots. There are no robots currently in the air. I place a blueprint of anything you like that has item...
- Thu Aug 27, 2020 11:38 pm
- Forum: Not a bug
- Topic: [0.18.13] Robot Construction count incorrect
- Replies: 5
- Views: 1678
Re: [0.18.13] Robot Construction count incorrect
This is really confusing, as the alert says "### Entities are missing material for construction" See example: https://imgur.com/ZoPWHRA Not sure why the link isn't working. https://imgur.com/ZoPWHRA I would recommend changing this alert to show the total number of missing materials, not th...
- Wed Jul 31, 2019 6:36 am
- Forum: Not a bug
- Topic: Train pathfinding not updating
- Replies: 2
- Views: 1269
Re: Train pathfinding not updating
I'm pretty sure there is a bug here. I've simplified the train network considerably to demonstrate the behavior. Blueprint: https://pastebin.com/PngghZ3t 1. A train is waiting at the "Ore Load" station. It wants to go to an Ore Unload station. There are three available: Two are nearby, and...
- Tue Jul 30, 2019 5:43 am
- Forum: Not a bug
- Topic: Train pathfinding not updating
- Replies: 2
- Views: 1269
Train pathfinding not updating
Apologies if this has been posted, I've searched but there are quite a few posts on trains, and I couldn't find anything quite like this. Blueprint: https://pastebin.com/ms2gsKEZ I believe I have identified a train pathfinding bug: - A train is in a smelting array, but it is empty. It cannot leave d...
- Sat May 04, 2019 2:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] Worms acid womit looks wrong on water
- Replies: 2
- Views: 2506
Re: [posila] Worms acid womit looks wrong on water
Worm acid also appears on the void past the edge of a limited map, like a strip world. Does this fix that as well?
- Wed Apr 03, 2019 8:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.24] Train stop label angle setting doesn't apply to label
- Replies: 5
- Views: 4148
Re: [0.17.24] Train stop label angle setting doesn't apply to label
I noticed the same thing. My train stops are now unreadable:
- Wed Apr 03, 2019 3:41 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] When applying a recipe via shift right click the object rotates
- Replies: 5
- Views: 3301
Re: [0.17.23] When applying a recipe via shift right click the object rotates
Awwww I thought this was a new feature, I liked it.
- Fri Mar 15, 2019 7:11 pm
- Forum: News
- Topic: Friday Facts #286 - Pollution cleanup
- Replies: 72
- Views: 33089
Re: Friday Facts #286 - Pollution cleanup
I think it's quite unclear what this means: Spawn values for current evolution factor (0.73) 35%: Medium biter: 20 pollution 64%: Big biter: 80 pollution I think it's pretty clear: - Evolution factor is unexplained, I agree. It also doesn't matter. It grows over time (from 0 to 1, but you don't nee...
- Wed Jan 23, 2019 7:34 am
- Forum: Technical Help
- Topic: Weird line tghat goes through my screen
- Replies: 7
- Views: 3525
Re: Weird line that goes through my screen
Sorry to revive an old thread, but I'm having the same issue. Wondering what's causing it - any known solutions?
- Fri Dec 28, 2018 4:58 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153427
Re: Friday Facts #275 - 0.17 Science changes
Re: Win condition I think we should be able to enter the rocket silo as a vehicle and launch ourselves to space. Isn't that the whole point of the game? You're an engineer stranded on a foreign planet - build a rocket to go home! Upon launching yourself into orbit and getting the victory screen, you...