Search found 38 matches

by Bytenex
Wed May 25, 2016 3:16 pm
Forum: General discussion
Topic: Belt Corner Speed or .12 got it wrong
Replies: 71
Views: 26794

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...
by Bytenex
Sun May 22, 2016 1:11 am
Forum: General discussion
Topic: Belt Corner Speed or .12 got it wrong
Replies: 71
Views: 26794

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...
by Bytenex
Fri May 20, 2016 3:19 pm
Forum: General discussion
Topic: Belt Corner Speed or .12 got it wrong
Replies: 71
Views: 26794

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...
by Bytenex
Thu May 19, 2016 10:42 pm
Forum: General discussion
Topic: Belt Corner Speed or .12 got it wrong
Replies: 71
Views: 26794

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...
by Bytenex
Thu May 19, 2016 4:58 pm
Forum: General discussion
Topic: Belt Corner Speed or .12 got it wrong
Replies: 71
Views: 26794

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...
by Bytenex
Tue Aug 18, 2015 10:09 am
Forum: Multiplayer
Topic: Failing with headless server
Replies: 5
Views: 9941

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 :D
by Bytenex
Wed Aug 12, 2015 7:51 pm
Forum: Multiplayer
Topic: Multiplayer Forum Info
Replies: 79
Views: 137091

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
by Bytenex
Tue Aug 11, 2015 11:55 pm
Forum: Multiplayer
Topic: Multiplayer Forum Info
Replies: 79
Views: 137091

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...
by Bytenex
Tue Aug 11, 2015 11:52 pm
Forum: Multiplayer
Topic: Failing with headless server
Replies: 5
Views: 9941

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...
by Bytenex
Mon Aug 10, 2015 10:10 pm
Forum: Multiplayer
Topic: Failing with headless server
Replies: 5
Views: 9941

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.
by Bytenex
Mon Aug 10, 2015 7:13 pm
Forum: Multiplayer
Topic: Failing with headless server
Replies: 5
Views: 9941

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...
by Bytenex
Mon Aug 10, 2015 7:04 pm
Forum: Multiplayer
Topic: Multiplayer Forum Info
Replies: 79
Views: 137091

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...
by Bytenex
Sat Aug 01, 2015 5:45 pm
Forum: News
Topic: Friday Facts #97 - Greenlight preparations
Replies: 46
Views: 40416

Re: Friday Facts #97 - Greenlight preparations

[Battle] Head hits table critical!

I used the wrong version. Didn't see that. Thanks alot.
by Bytenex
Sat Aug 01, 2015 5:34 pm
Forum: News
Topic: Friday Facts #97 - Greenlight preparations
Replies: 46
Views: 40416

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...
by Bytenex
Sat Aug 01, 2015 11:19 am
Forum: Multiplayer
Topic: Multiplayer Forum Info
Replies: 79
Views: 137091

Re: Multiplayer FAQ

When using a single user server you are completely right. It doens't matter where to put the files.
by Bytenex
Sat Aug 01, 2015 11:16 am
Forum: News
Topic: Friday Facts #97 - Greenlight preparations
Replies: 46
Views: 40416

Re: Friday Facts #97 - Greenlight preparations

Is it only me or did they really remove the headless server options in 0.12.2?
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screenshot.png (258.24 KiB) Viewed 17202 times
by Bytenex
Fri Jul 31, 2015 8:27 pm
Forum: Multiplayer
Topic: Multiplayer Forum Info
Replies: 79
Views: 137091

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...
by Bytenex
Thu Jul 30, 2015 8:57 pm
Forum: Multiplayer
Topic: Multiplayer Forum Info
Replies: 79
Views: 137091

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...
by Bytenex
Thu Jul 30, 2015 8:10 pm
Forum: Multiplayer
Topic: Multiplayer Forum Info
Replies: 79
Views: 137091

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 ...
by Bytenex
Thu Jul 09, 2015 7:28 pm
Forum: Ideas and Suggestions
Topic: Rail Signal Connections
Replies: 2
Views: 1427

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...

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