Search found 38 matches
- Wed May 25, 2016 3:16 pm
- Forum: General discussion
- Topic: Belt Corner Speed or .12 got it wrong
- Replies: 71
- Views: 29574
Re: Belt Corner Speed or .12 got it wrong
it's also nice to see the blue (yellow/red) line between the items to make it clearer which belt is underneath. functionality is already present - you can clearly see the moving arrows on the Belt even if it's completely backed up. and that means you can see the color. ergo, already present. you wo...
- Sun May 22, 2016 1:11 am
- Forum: General discussion
- Topic: Belt Corner Speed or .12 got it wrong
- Replies: 71
- Views: 29574
Re: Belt Corner Speed or .12 got it wrong
If there would be a visual change to the belts I would vote for the suggestion of siggyboy.It doesn't solve the problem of the belts consisting of two seperate lanes but it would be a nice adjustment and it's also nice to see the blue (yellow/red) line between the items to make it clearer which belt...
- Fri May 20, 2016 3:19 pm
- Forum: General discussion
- Topic: Belt Corner Speed or .12 got it wrong
- Replies: 71
- Views: 29574
Re: Belt Corner Speed or .12 got it wrong
So we all agree that this is a rather minor problem due to the fact that there is no difference between outer and inner lane, except in an on demand system. The only question left: is it really a good idea to use belts like in my example for an on demand system. The overhead produced due to the belt...
- Thu May 19, 2016 10:42 pm
- Forum: General discussion
- Topic: Belt Corner Speed or .12 got it wrong
- Replies: 71
- Views: 29574
Re: Belt Corner Speed or .12 got it wrong
If it is an on-demand production there is still no difference Compared to a strait belt of the same number of sections the U shape you tested is indeed slower(both lanes total Items per second) in an on demand setting. Having said that, the slow down may be due (in part) to a function of how insert...
- Thu May 19, 2016 4:58 pm
- Forum: General discussion
- Topic: Belt Corner Speed or .12 got it wrong
- Replies: 71
- Views: 29574
Re: Belt Corner Speed or .12 got it wrong
Hi, the whole problem with this is only that the belts are moving at constant speed (even in corners) where they would normally speed up (radial movement). So the outer lane is longer than the inner one. This has already been stated. And yes: that is unrealistic because belts don't work this way. BU...
- Tue Aug 18, 2015 10:09 am
- Forum: Multiplayer
- Topic: Failing with headless server
- Replies: 5
- Views: 10212
Re: Failing with headless server
Hurray,
Patch 0.12.4 did it. Making the server work as a relay fixed my issues. I didn't change anything on any of the computers/server and it worked like a charm. Thats what I was waiting for. Thanks to all Devs who fixed MP
Patch 0.12.4 did it. Making the server work as a relay fixed my issues. I didn't change anything on any of the computers/server and it worked like a charm. Thats what I was waiting for. Thanks to all Devs who fixed MP
- Wed Aug 12, 2015 7:51 pm
- Forum: Multiplayer
- Topic: Multiplayer Forum Info
- Replies: 79
- Views: 143194
Re: Multiplayer FAQ
Thanks for the link. I may look at it but at the moment I'm just changing my script to fit my needs. I don't have any real goals for it. Feel free to use it though.
Changes:
- Changed install routine
- Added map create
- Added map delete
Changes:
- Changed install routine
- Added map create
- Added map delete
- Tue Aug 11, 2015 11:55 pm
- Forum: Multiplayer
- Topic: Multiplayer Forum Info
- Replies: 79
- Views: 143194
Re: Multiplayer FAQ
I upped it as an attachement. Feel free to use it at will. This script is under "Public Domain"-License. WARNING: I take no responsibility for false usage. Interesting, thank you =) might I ask what the purpose of symlinking saves is? I presume you use this to store the saves exactly wher...
- Tue Aug 11, 2015 11:52 pm
- Forum: Multiplayer
- Topic: Failing with headless server
- Replies: 5
- Views: 10212
Re: Failing with headless server
We already opened the ports in Windows Firewall and forwarded them through the router. As I said we can both host games for another. I appreciate your help but I already tried all of this. Thats why I'm out of ideas what else could be the problem...
- Mon Aug 10, 2015 10:10 pm
- Forum: Multiplayer
- Topic: Failing with headless server
- Replies: 5
- Views: 10212
Re: Failing with headless server
I'm sorry I don't have a client log at the moment. But still here is the server log.
We already played with 3 people without the headless server but not with the current version.
We already played with 3 people without the headless server but not with the current version.
- Mon Aug 10, 2015 7:13 pm
- Forum: Multiplayer
- Topic: Failing with headless server
- Replies: 5
- Views: 10212
Failing with headless server
Hi there, I don't know what else to do. Maybe somebody of the people out there has an idea. I set up the 0.12.3 server on a Ubuntu Server 14.04 LTS. I got my IPTABLES configured to allow traffic on port 34197 (udp). Now the problem: -> 2 people tried to enter the server via internet -> The first one...
- Mon Aug 10, 2015 7:04 pm
- Forum: Multiplayer
- Topic: Multiplayer Forum Info
- Replies: 79
- Views: 143194
Re: Multiplayer FAQ
If there is public request i could upload a starting script for linux (written by me) which enables multiversion support, creating maps and starting a server. I'm interested in seeing your init script, I'm maintaining one of my own over at https://github.com/Bisa/factorio-init and getting ideas for...
- Sat Aug 01, 2015 5:45 pm
- Forum: News
- Topic: Friday Facts #97 - Greenlight preparations
- Replies: 46
- Views: 43024
Re: Friday Facts #97 - Greenlight preparations
[Battle] Head hits table critical!
I used the wrong version. Didn't see that. Thanks alot.
I used the wrong version. Didn't see that. Thanks alot.
- Sat Aug 01, 2015 5:34 pm
- Forum: News
- Topic: Friday Facts #97 - Greenlight preparations
- Replies: 46
- Views: 43024
Re: Friday Facts #97 - Greenlight preparations
Is it only me or did they really remove the headless server options in 0.12.2? Did you try the command? The changelog mentioned allowing dots in the file paths for it now, so it's highly unlikely they removed it. Perhaps they just didn't add it to the help switch output? On another note, is that so...
- Sat Aug 01, 2015 11:19 am
- Forum: Multiplayer
- Topic: Multiplayer Forum Info
- Replies: 79
- Views: 143194
Re: Multiplayer FAQ
When using a single user server you are completely right. It doens't matter where to put the files.
- Sat Aug 01, 2015 11:16 am
- Forum: News
- Topic: Friday Facts #97 - Greenlight preparations
- Replies: 46
- Views: 43024
Re: Friday Facts #97 - Greenlight preparations
Is it only me or did they really remove the headless server options in 0.12.2?
- Fri Jul 31, 2015 8:27 pm
- Forum: Multiplayer
- Topic: Multiplayer Forum Info
- Replies: 79
- Views: 143194
Re: Multiplayer FAQ
opt.PNG Thats what I call a "root directory" and without root you are not able to write to this directory. But maybe I know why we can't find a consens: I worked with servers at the university. So multiuser server is nothing unknown to me. When I try to put up servers I always have in min...
- Thu Jul 30, 2015 8:57 pm
- Forum: Multiplayer
- Topic: Multiplayer Forum Info
- Replies: 79
- Views: 143194
Re: Multiplayer FAQ
PLEASE! Do not advise people to put programs to "/opt". A software should always be run from a dedicated user. Running from "/opt" would require to run the server as root (which is always a bad idea). Uhm what? I'm pretty sure I can execute binaries in /opt as user. You could bu...
- Thu Jul 30, 2015 8:10 pm
- Forum: Multiplayer
- Topic: Multiplayer Forum Info
- Replies: 79
- Views: 143194
Re: Multiplayer FAQ
Just my two cents but for the headless server wiki: New entry: factorio --create mapname -> Creates a new default map for your server with "mapname" as name (can be used to run the server | no need to upload a map from your computer) Also for the linux server: PLEASE! Do not advise people ...
- Thu Jul 09, 2015 7:28 pm
- Forum: Ideas and Suggestions
- Topic: Rail Signal Connections
- Replies: 2
- Views: 1639
Re: Rail Signal Connections
Rail Signals always react to a rail segment between two signals or the end of the rail. Following rules apply: -> Signals only permit traffic in one direction -> Placing one signal on both sides of the rail will permit two-way traffic -> Use the indicator shown on the rails (little arrows) to see wh...