Search found 26 matches
- Mon Sep 23, 2019 12:47 am
- Forum: Duplicates
- Topic: [0.17.69] Missing objects for construction message changing values in unconnected logi-network base
- Replies: 2
- Views: 1143
Re: [0.17.69] Missing objects for construction message changing values in unconnected logi-network base
Seems like this is a dupe of https://forums.factorio.com/viewtopic.php?f=23&t=49597 Feel free to close if this is expected, at the very least it doesn't look new although the behavior is quite odd. In my case it would be useful for me to know how many items to bring to the outpost and build via ...
- Mon Sep 23, 2019 12:43 am
- Forum: Duplicates
- Topic: [0.17.69] Missing objects for construction message changing values in unconnected logi-network base
- Replies: 2
- Views: 1143
[0.17.69] Missing objects for construction message changing values in unconnected logi-network base
I have a "outpost" base for smelting ores into plates. It is connected to a logistics network although it is different from my main base's network and has few items. While in my main base I copy & pasted via minimap the smelting layout and queued ghosts to be built in the outpost. I sh...
- Mon Jul 15, 2019 3:00 am
- Forum: 1 / 0 magic
- Topic: [0.17.56] Blue Flash on window focus loss with "Use flip presentation model"
- Replies: 3
- Views: 2032
Re: [0.17.56] Blue Flash on window focus loss with "Use flip presentation model"
Yes! It looks just like that!
Log is attached.
Log is attached.
- Sun Jul 14, 2019 8:13 pm
- Forum: 1 / 0 magic
- Topic: [0.17.56] Blue Flash on window focus loss with "Use flip presentation model"
- Replies: 3
- Views: 2032
[0.17.56] Blue Flash on window focus loss with "Use flip presentation model"
I'm on Windows 10, I have 3 monitors connected, all are different resolutions but the one I play Factorio on is 4k with DPI scaling. When I have "Use flip presentation model" enabled and select a window other than Factorio there is 1 frame with a "blue flash". The flash does not ...
- Sun Apr 14, 2019 12:56 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.17.31] Rail Tutorial Negative Rails Built
- Replies: 1
- Views: 2097
[Klonan] [0.17.31] Rail Tutorial Negative Rails Built
In the rail building tutorial during the objective to build rails using the planner the number of ghost rails built decreases by one for each ghost rail built.
- Tue May 02, 2017 11:40 pm
- Forum: Technical Help
- Topic: [0.15.1] High Resolution Sprites Crashes on Startup (Linux)
- Replies: 4
- Views: 3201
Re: [0.15.1] High Resolution Sprites Crashes on Startup (Linux)
I figured it out. At some point in config.ini the value video-memory-usage was changed from all to high. When it is on all and I launch (even with --max-texture-size=16384) the game will crash on startup. However if I lower the value to high the game will launch again. Hopefully if anyone ever finds...
- Tue Apr 25, 2017 11:05 pm
- Forum: Not a bug
- Topic: [0.15.2] Unable to walk between power pole and chest
- Replies: 2
- Views: 1321
[0.15.2] Unable to walk between power pole and chest
In the specific configuration shown below it is impossible to walk between the power pole and the chest.
If the bottom belt is facing any other direction or doesn't have the belt above it you can walk between them.
If the bottom belt is facing any other direction or doesn't have the belt above it you can walk between them.
- Tue Apr 25, 2017 8:15 pm
- Forum: Technical Help
- Topic: [0.15.1] High Resolution Sprites Crashes on Startup (Linux)
- Replies: 4
- Views: 3201
Re: [0.15.1] High Resolution Sprites Crashes on Startup (Linux)
Hi, it look like the crash comes from graphics driver, as there is no Factorio stacktrace except for crash handling code. Could you try to open Factorio properties in Steam library and set launch options to following? --graphics-quality=high --max-texture-size=8192 I am interested to know if it wil...
- Tue Apr 25, 2017 5:03 am
- Forum: Technical Help
- Topic: [0.15.1] High Resolution Sprites Crashes on Startup (Linux)
- Replies: 4
- Views: 3201
[0.15.1] High Resolution Sprites Crashes on Startup (Linux)
After changing the default config to use high resolution sprites the game crashes on startup after displaying 'Cropping bitmaps...' Log: 0.000 2017-04-24 21:58:43; Factorio 0.15.1 (build 29050, linux64, steam) 0.047 Operating system: Linux (Ubuntu 17.04) 0.047 Program arguments: "/home/matt/.st...
- Wed Sep 14, 2016 8:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.19] [Hanziq] Linux Crash on Mod Update using Bumblebee
- Replies: 5
- Views: 4271
Re: [0.13.19] [Hanziq] Linux Crash on Mod Update
I got it. The issue is caused by using bumblebee which is essentially optimus for linux. More Information . I have confirmed running the game without this works correctly (minus the progress bar graphic). Basically it enables the discrete graphics card on certain processes. I'm launching factorio wi...
- Tue Sep 13, 2016 7:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.19] [Hanziq] Linux Crash on Mod Update using Bumblebee
- Replies: 5
- Views: 4271
Re: [0.13.19] [Hanziq] Linux Crash on Mod Update
Nope. Still happening on Arch Linux using steam version on 14.5. There are 4 issues here. Firstly the progress bar doesn't progress. I just updated 3 mods and I could see network activity at 13mbps for around 30 seconds (WaiTex is quite big) and there was no progress bar activity. It shows as a blac...
- Sun Sep 04, 2016 5:45 am
- Forum: 1 / 0 magic
- Topic: [0.14.3] Crash on Official Challenge Server
- Replies: 2
- Views: 1502
[0.14.3] Crash on Official Challenge Server
I was playing on the official challenge server and I crashed. Wasn't doing anything particularly unique and cannot reproduce.
Attached is the log.
Attached is the log.
- Sun Aug 28, 2016 11:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.19] [Hanziq] Linux Crash on Mod Update using Bumblebee
- Replies: 5
- Views: 4271
[0.13.19] [Hanziq] Linux Crash on Mod Update using Bumblebee
When updating mods ingame (specifically the creative mode mod in this case from 0.1.3 to 0.1.4) the downloading progress bar never progresses and the game almost immediately crashes. Upon starting the game after this it will crash due to a duplicate mod (the 0.1.3 zip is not removed). There is nothi...
- Sat Mar 19, 2016 1:04 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.21] [Oxyd] copy/paste still broken on Linux
- Replies: 13
- Views: 21118
Re: [0.12.21] [Oxyd] copy/paste still broken on Linux
It works for me now on Arch Linux on version 0.12.27, hasn't worked for quite a while IIRC.
- Fri Jan 22, 2016 10:36 pm
- Forum: News
- Topic: Friday Facts #122 - Better circuit network (Part 1)
- Replies: 73
- Views: 60345
Re: Friday Facts #122 - Better circuit network (Part 1)
In light of all this information, we are considering changing the way splitter works. Possibly by making have a internal state per transport belt lane instead of per item. It split each lane of each belt equally to the output. No more ugly one sided belts :D I like the one sided belts, it's a good ...
- Fri Apr 03, 2015 10:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.20] 7th inserter on 3rd train car reach
- Replies: 4
- Views: 6990
[0.11.20] 7th inserter on 3rd train car reach
Horizontally each train car can have 7 inserters. For the 3rd train car (assuming 1 engine) the 7th inserter will reach inside the train car if the train is at the station, stopped when it is placed. However, when the train leaves the station and comes back it will not reach. After Placing: http://i...
- Sun Mar 22, 2015 11:11 pm
- Forum: Not a bug
- Topic: [0.11.19] Liquid Production isn't shown in production screen
- Replies: 1
- Views: 1891
[0.11.19] Liquid Production isn't shown in production screen
This could be seen as a feature request, but I'd argue it is a bug because producing liquids is production in the same way items are (mining ores shows up in the production tab, so should drilling oil). Liquids don't show up on the production screen, while items do. Nothing major, but still should e...
- Fri Mar 20, 2015 9:37 pm
- Forum: Releases
- Topic: Version 0.11.19
- Replies: 43
- Views: 50564
Re: Version 0.11.19
Thank you so much for the blueprint changes recently. Being able to place over items marked for deconstruction and over the player, combined with force placing is absolutely awesome.
- Fri Mar 06, 2015 8:59 pm
- Forum: News
- Topic: Friday Facts #76 - MP inside out
- Replies: 52
- Views: 53731
Re: Friday Facts #76 - MP inside out
Technical posts are my favorite Friday facts.
I'm curious of the details on what you guys plan in .12 to handle latency better.
I'm curious of the details on what you guys plan in .12 to handle latency better.
- Sat Feb 21, 2015 12:54 am
- Forum: Ideas and Suggestions
- Topic: Small UI improvements
- Replies: 7
- Views: 4538
Re: Small UI improvements
On the note of improving the UI for research. I think the progress bar for research should update combining the progress from each lab instead of just adding it once a lab finishes.