Search found 325 matches

by matjojo
Fri Mar 18, 2022 3:44 pm
Forum: Pending
Topic: [1.1.56] Factorio "stopped responding" on shift tab in main menu
Replies: 2
Views: 458

Re: [1.1.53] "stopped responding" twice in main menu on same simulation

Happened again. This time in-game, again when I pressed shift-tab. Steam was in the tray, but I just remembered that this is also the overlay key. Could have something to do with it. Factorio 1.1.56 (build 59590, linux64, steam) Operating system: Linux (Pop 21.10) [CPU: Intel(R) Core(TM) i7-8750H CP...
by matjojo
Wed Mar 09, 2022 6:19 pm
Forum: Pending
Topic: [1.1.56] Factorio "stopped responding" on shift tab in main menu
Replies: 2
Views: 458

[1.1.56] Factorio "stopped responding" on shift tab in main menu

I crashed on the main menu twice, in the same simulation. See connected image for which. Both times the music kept going for a while. The first time I was on the single-player game creation screen. I shift tabbed whilst editing enemy settings and then the game stopped running. The second time I was ...
by matjojo
Wed Sep 29, 2021 3:35 pm
Forum: Technical Help
Topic: [1.1.41] Game crash during startup
Replies: 2
Views: 388

Re: [1.1.41] Game crash during startup

Yikes, so it was indeed user error. That was it. Thanks for the help.
by matjojo
Wed Sep 29, 2021 3:17 pm
Forum: Technical Help
Topic: [1.1.41] Game crash during startup
Replies: 2
Views: 388

[1.1.41] Game crash during startup

When launching the game not only did the game crash, it also made a popup behind the game window: factorio_2021-09-29 - 1632927581 - 00001928.png And a popup in front of the game window: factorio_2021-09-29 - 1632927566 - 00001927.png I have a log file, and also a dump file in the attachments. Apart...
by matjojo
Sun Sep 26, 2021 6:09 pm
Forum: Resolved Problems and Bugs
Topic: [Site] Certificate for `direct.mods-data.factorio.com` has ran out
Replies: 1
Views: 470

[Site] Certificate for `direct.mods-data.factorio.com` has ran out

The certificate for direct.mods-data.factorio.com, issued by R3, has ran out today (26/09/2021). This means that users that download mods in browser see a scary message: Attackers might be trying to steal your information from direct.mods-data.factorio.com (for example, passwords, messages, or credi...
by matjojo
Tue Jan 26, 2021 4:59 pm
Forum: Minor issues
Topic: [1.1.18] Tank target graphic is green when pointing out of range with Tank Cannon, not with Vehicle Machine Gun
Replies: 6
Views: 927

Re: [1.1.18] Tank target graphic is green when pointing out of range with Tank Cannon, not with Vehicle Machine Gun

I see... I'm more a fan of placing the green target at the distance the shell will hit. Akin to how ilthe target moves a little when you shoot with auto targeting system for the other guns.
by matjojo
Tue Jan 26, 2021 3:14 pm
Forum: Minor issues
Topic: [1.1.18] Tank target graphic is green when pointing out of range with Tank Cannon, not with Vehicle Machine Gun
Replies: 6
Views: 927

[1.1.18] Tank target graphic is green when pointing out of range with Tank Cannon, not with Vehicle Machine Gun

What happened? When you aim a tank with the Tank Cannon selected the target graphic is green even if the target is out of range, this is not the case with the Vehicle Machine Gun. (Note that as visible in the images, you cannot actually shoot this far, it's just the graphic that is wrong/misleading....
by matjojo
Tue Jan 19, 2021 11:01 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.12] Black line appears on map on very specific location and zoom level
Replies: 1
Views: 977

[posila] [1.1.12] Black line appears on map on very specific location and zoom level

A wierd line appeared ingame in a specific location and zoom level. The attached save has me in the location that it happens. I don't have any debug settings enabled apart from show UPS, using 100% gui scale, and am not showing chunk borders in any setting that I can see. Pick with line: factorio_20...
by matjojo
Thu Jun 25, 2020 11:01 am
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Desync on vanilla server
Replies: 2
Views: 2007

Re: [0.17.79] Desync on vanilla server

Wow that is incredible, I had completely forgot about this desyc. I'm constantly amazed at your incredible dedication. Thanks a lot:)
by matjojo
Sat Feb 15, 2020 2:16 pm
Forum: Won't fix.
Topic: [1.17.79] Items on corner north to west are not getting lit correctly.
Replies: 1
Views: 474

[1.17.79] Items on corner north to west are not getting lit correctly.

I've looked at the release posts for the 1.18 versions and saw no fix for this so I assume this is not known yet. I have found a setup where items that are on a blue belt corner from the top-down to left are not getting lit. Screenshot: factorio_2020-02-15 - 1581775541 - 00000816.png Map download: (...
by matjojo
Sat Jan 18, 2020 3:18 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 24108

Re: Friday Facts #330 - Main menu and File Share Shenanigans

Since you are now reworking the main menu, could you also add a menu under Multiplayer for (only) user-added servers? Basically I would *really* like to have an equivalent Multiplayer menu to what Minecraft has. This is one of the very few things I think the game is missing anymore from being more ...
by matjojo
Fri Jan 17, 2020 4:41 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 24108

Re: Friday Facts #330 - Main menu and File Share Shenanigans

Can we please get a way to save our direct connect games to somewhere? I like that it saves the last one, but I don't like keeping a list of ips and sites to connect to.
by matjojo
Fri Jan 03, 2020 6:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Desync on vanilla server
Replies: 2
Views: 2007

[0.17.79] Desync on vanilla server

(report)[https://www99.zippyshare.com/v/ugz5SMzo/file.html] I'm playing on a server with three people. I was the only one online at the time and had just joined, though I'm not sure if it was at the first tick or after a couple seconds, not more than 20 seconds for sure though. We have a relatively ...
by matjojo
Fri Oct 18, 2019 8:21 pm
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 69
Views: 19639

Re: Friday Facts #317 - New pathfinding algorithm

Thanks for your hard work Togos!
by matjojo
Fri Oct 04, 2019 1:37 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 20890

Re: Friday Facts #315 - New test servers

I tried turning off the base mod a couple version back, I think around 1.12, and making a replacement for it, never finished it, the game would crash on the non-existence of stuff before boot every time, I'd add a new definition and try again. I don't remember if I even got the game to load. Maybe i...
by matjojo
Fri Mar 01, 2019 11:59 pm
Forum: Duplicates
Topic: [0.17.4] Tracking achievements numbers do not show up until after a couple reloads
Replies: 2
Views: 446

Re: [0.17.4] Tracking achievements numbers do not show up until after a couple reloads

Yeah indeed. A quick search shows that that one somehow was not in the changelogs.
by matjojo
Fri Mar 01, 2019 11:20 pm
Forum: Duplicates
Topic: [0.17.4] Tracking achievements numbers do not show up until after a couple reloads
Replies: 2
Views: 446

[0.17.4] Tracking achievements numbers do not show up until after a couple reloads

I had tracking on for a lazy bastard run I'm doing. I noticed that there was no text saying crafted 103/110 under the frame on the top left. I thought that that was just default but thought it to be a bit weird. Now a couple reloads and an update to 0.17.4 made the text appear again. I looked at the...
by matjojo
Fri Mar 01, 2019 10:33 am
Forum: Resolved Problems and Bugs
Topic: [wheybags][0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
Replies: 8
Views: 2756

Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone

Another addition, those turrets place to the west are also not being picked up by the bot in it's low ammo and damaged messages.
by matjojo
Thu Feb 28, 2019 11:54 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags][0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
Replies: 8
Views: 2756

Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone

That is a very probable cause, I suppose if I hand't had noticed the obvious bottleneck here I would have left the turrets to the left of the iron ore, but since this gave me more safety I went for this. EDIT: about the x=0 thing, I assume the mapmaker just took x=0 as the left side of the map, but ...

Go to advanced search