Search found 53 matches
- Wed May 24, 2017 1:28 pm
- Forum: Tools
- Topic: FactorioWebView, a web interface to manage your server
- Replies: 4
- Views: 5960
Re: FactorioWebView, a web interface to manage your server
does this required a dns server to be present in the network to acsess the pages after install? cant manage to gain acsess to the pages at all only to the default apache pages on ip even when changing port on the virtual host still no acsess with or withought the .local url supplied in documentation
- Sat May 13, 2017 4:28 am
- Forum: Pending
- Topic: [0.15.10] Game will not load saves
- Replies: 4
- Views: 1830
Re: [0.15.10] Game will not load saves
Make a back up of your config.ini and remove it to have the game repopulate and see if that helps .. had the same issue that fixed it for me
- Sun May 07, 2017 7:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.9][Twinsen] long reach? power pole placment
- Replies: 1
- Views: 3437
[0.15.9][Twinsen] long reach? power pole placment
when placing a power pole at a distance so you dont place one so you can auto place them with click and drag in a area with no pole coverage a pole will be placed when you click hold and drag to place one in a area you are extending the power coverage was not expecting a power pole to be places out ...
- Sun May 07, 2017 7:23 pm
- Forum: Not a bug
- Topic: [Posila] can't pump fluid out
- Replies: 11
- Views: 5855
Re: [Posila] can't pump fluid out
i have seen this bug as well
1st corected its self after moving the train out of the station and resending
2nd had 3 pump next to each other on a imput and 1 of the 3 pumps would not pump in to the train where 2 pumps pulled from a tank directly and the 3rd pump from between the tanks conected ...
1st corected its self after moving the train out of the station and resending
2nd had 3 pump next to each other on a imput and 1 of the 3 pumps would not pump in to the train where 2 pumps pulled from a tank directly and the 3rd pump from between the tanks conected ...
- Sat Sep 24, 2016 11:44 pm
- Forum: Technical Help
- Topic: matching server issues !!
- Replies: 0
- Views: 942
matching server issues !!
i am trying to host a public server to play on using the 14.8 server headless files on a xubuntu 16.04.01 install using pfsence router with port 34197 forwarded to the server i have static ip on the server and it does list in the mplayer list but not able to be joined by any one unless conected ...
- Sat Sep 24, 2016 9:34 pm
- Forum: Technical Help
- Topic: [0.14.8] Constant desyncs with headless server
- Replies: 3
- Views: 1831
Re: [0.14.8] Constant desyncs with headless server
note taht i am the one that is ( well not physicly but server side) logged in the 3 times ( see screen shots on linked post at top) and after the server was updated to 14.8 i was only able to login that one day the next i was unable to catch up or had desyncs on login not able to see the terain ...
- Mon Sep 19, 2016 10:17 pm
- Forum: Technical Help
- Topic: desynk loosing body ?? factiorio 14.5
- Replies: 1
- Views: 1537
Re: desynk loosing body ?? factiorio 14.5
this happened again when a 2nd player we logged in and i desynked when they were fighting bases i noticed the ups jumping from high 50's to low teens right before the desynk when reloaded map seen i was walking north with no control of caracter .... i feal this is a but but since not on the lates ...
- Mon Sep 19, 2016 3:58 pm
- Forum: Technical Help
- Topic: desynk loosing body ?? factiorio 14.5
- Replies: 1
- Views: 1537
desynk loosing body ?? factiorio 14.5
on multiplayer server from the list in game.. not owner or admin of server ...
everything was going well on a server till i started to attack biter bases using power armor with just single port , 6-10 Mk2 shields , and reactor
first desynk was a loop and failed to reconect withught a desynk loop ...
everything was going well on a server till i started to attack biter bases using power armor with just single port , 6-10 Mk2 shields , and reactor
first desynk was a loop and failed to reconect withught a desynk loop ...
- Mon Jun 06, 2016 3:12 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!
- Replies: 19
- Views: 16510
Re: [MOD 0.12.x] Alien Farm - Catch em, breed em, destroy!
bug on multiplayer
when trying to catch on a sucsessful catch on peacefull mode the following error is sent with crash of server using low tier catcher on small biters
from consol log
MultiplayerManager.ccp:110: MultiplayerManager failed: "Error while running the event handler ...
when trying to catch on a sucsessful catch on peacefull mode the following error is sent with crash of server using low tier catcher on small biters
from consol log
MultiplayerManager.ccp:110: MultiplayerManager failed: "Error while running the event handler ...
- Mon Dec 28, 2015 5:12 pm
- Forum: Technical Help
- Topic: serialisation error on saving
- Replies: 1
- Views: 6696
serialisation error on saving
just ran in to a problem not really sure it is a bug but i am unable to save my game due to the error "Error while running serialisation: not enough memory" not really sure what this error really means recent changes to the save was me upgrading from 12.10 to 12.20 not sure if this error is from the ...
- Sun Dec 06, 2015 11:59 pm
- Forum: Not a bug
- Topic: (12.10 _ 12.20)movment blocked when manualy fiering
- Replies: 2
- Views: 7548
Re: (12.10 _ 12.20)movment blocked when manualy fiering
i do not belive it is my system as i am able to move south-west , north-east, and north-west all while shooting just not south-east using the submachine gun and hand gun
edit :did a test on my system and yep you are corrct on this sorry for the botther
edit :did a test on my system and yep you are corrct on this sorry for the botther
- Sun Dec 06, 2015 10:06 pm
- Forum: Not a bug
- Topic: (12.10 _ 12.20)movment blocked when manualy fiering
- Replies: 2
- Views: 7548
(12.10 _ 12.20)movment blocked when manualy fiering
present is 12.10 and still present in 12.20 current release
when manualy fiering weapon (c) even when nothing to hit and you are moving down (s) you can not move right (d) to go south-east and when moving right (d) you can not move down (s)
when manualy fiering weapon (c) even when nothing to hit and you are moving down (s) you can not move right (d) to go south-east and when moving right (d) you can not move down (s)
- Mon Nov 23, 2015 10:08 pm
- Forum: Not a bug
- Topic: [0.12.17] expansion chunk bug on update
- Replies: 4
- Views: 11102
Re: [0.12.17] expansion chunk bug on update
ok i think i know the answere now to this bug .. in relation to this post https://forums.factorio.com/forum/vie ... 80#p118230
makinf this a actual result of a mod and intended behavior can be closed and moved ..
makinf this a actual result of a mod and intended behavior can be closed and moved ..
- Mon Nov 23, 2015 6:25 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 504065
Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!
question here does this mod modify /change the behavior of the expansion chunk canadated for biters spawns? i am running mod verson 4.3.0 on 12.10 and when working in my base have the chunk active for expansion in the middle of my base
Yes, the higher the evolution factor, the closer they can ...
Yes, the higher the evolution factor, the closer they can ...
- Mon Nov 23, 2015 3:58 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 504065
Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!
question here does this mod modify /change the behavior of the expansion chunk canadated for biters spawns? i am running mod verson 4.3.0 on 12.10 and when working in my base have the chunk active for expansion in the middle of my base
- Sat Nov 21, 2015 3:32 pm
- Forum: Not a bug
- Topic: [0.12.17] expansion chunk bug on update
- Replies: 4
- Views: 11102
Re: [0.12.17] expansion chunk bug on update
ah i did forget to put detailkinnom wrote:but what is the problem!?
to make more active canadate chunks place any object and that chunk will be invalid but ANY and ALL chunks surrounding the object if it dose not have any player placed object will be active canadate chunks for biters/spitters
- Sat Nov 21, 2015 1:10 am
- Forum: Not a bug
- Topic: [0.12.17] expansion chunk bug on update
- Replies: 4
- Views: 11102
[0.12.17] expansion chunk bug on update
when loading a old save with or without mods enabled no mods (warning massive ups drop due to biters traversing the land to the chunks)
this is the only save this happened on but not needed as i have 2nd copy that is did not do this on
previous version between 12.10 and 12.17 may have been 12.11 ...
this is the only save this happened on but not needed as i have 2nd copy that is did not do this on
previous version between 12.10 and 12.17 may have been 12.11 ...
- Fri Oct 16, 2015 4:29 pm
- Forum: Modding discussion
- Topic: Safe from Friend Mod problem
- Replies: 2
- Views: 7399
Re: Safe from Friend Mod problem
downgrade to 12.10 and you will probly be able to open it right now the mod devs are in the rush to try to get thier mods fixed as 12.111 broke a good bit of them
- Fri Oct 16, 2015 4:24 pm
- Forum: Mods
- Topic: [MOD 0.12.21] Wind Turbine
- Replies: 32
- Views: 65896
Re: [MOD 0.12.x] Wind Turbine
i belive this is the case for most mods on the .11 update
- Tue Sep 29, 2015 1:57 pm
- Forum: Not a bug
- Topic: [0.12.8] Big power poles don't want to connect
- Replies: 3
- Views: 6336
Re: [0.12.8] Big power poles don't want to connect
power pole only will connect 5 times after taht they will refuse any connection and based on the picture you already have the 5 connectin on taht big power pole