Search found 201 matches

by bormand
Mon Feb 01, 2021 8:43 pm
Forum: Gameplay Help
Topic: When can I (safely) start with nuclear power?
Replies: 29
Views: 10455

Re: When can I (safely) start with nuclear power?

If you plan to build smart reactor with steam storage, you're totally safe.

If you plan to use simple reactor, I suggest to start from 2 cores, 120MW would be enough for a while and you will have some U-235 for enrichment later.
by bormand
Mon Feb 01, 2021 8:35 pm
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 23367

Re: Nerf the Portable Fusion Reactor?

I would wager that almost every single factorio player has an un-nerfed PFR in their pack. Sure! It would be strange to ignore them. But you still have many options how to use them. And nothing in the game forces you to focus on the power armor and forget about everything else. For example, I like ...
by bormand
Mon Feb 01, 2021 7:34 pm
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 23367

Re: Nerf the Portable Fusion Reactor?

But a free-energy machine is NOT the solution I would expect. Honestly, PFR is pretty weak for a "free-energy machine". Can I run, build and fight non-stop? No, PFR's are too large and too weak for that. They barely supply fifty or so bots, they barely allow to fit five exos. We already n...
by bormand
Mon Feb 01, 2021 7:09 pm
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 23367

Re: Nerf the Portable Fusion Reactor?

Good games force you to change your tactics as the situation arrises- bad games let you spam the same strategy till the end. That's why I suggested to add your generator as alternative option, so player can change his tactics depending on the situation and choose between weak but maintenance-free P...
by bormand
Mon Feb 01, 2021 5:42 pm
Forum: Not a bug
Topic: [kovarex] [1.1.19] Infinite build reach
Replies: 4
Views: 1352

Re: [1.1.19] Infinite build reach

Was Long Reach mod installed on this save? AFAIK, it permanently modifies reach radius.
by bormand
Mon Feb 01, 2021 12:49 pm
Forum: Won't fix.
Topic: [1.1.19] Crash of non blocking saving process on headless
Replies: 14
Views: 5794

Re: [1.1.19] Server crashing bug (Saving process crashed.)

this is what happened just before the crash Lag spike before disconnect? This agrees with unusually slow save before crash (20s vs 5s normally). Save time in your previous post is also unusually large (about 28 seconds). May be a heavy swapping before out of memory and summoning of the OOM killer, ...
by bormand
Mon Feb 01, 2021 12:16 pm
Forum: Won't fix.
Topic: [1.1.19] Crash of non blocking saving process on headless
Replies: 14
Views: 5794

Re: [1.1.19] Server crashing bug (Saving process crashed.)

I can't think of any situation where Factorio would decide to kill itself by means of SIGKILL. Well, I can imagine that Factorio can kill autosave instance after timeout or during shutdown of the main process... But you certainly will log that before attempting SIGKILL. I guess it's just a buggy sc...
by bormand
Mon Feb 01, 2021 11:39 am
Forum: Won't fix.
Topic: [1.1.19] Crash of non blocking saving process on headless
Replies: 14
Views: 5794

Re: [1.1.19] Server crashing bug (Saving process crashed.)

luketyleruk wrote: ↑
Mon Feb 01, 2021 10:56 am
pterodactyl
Worth trying to ask them about this bug too. They should know what runs in their container aside from factorio, so they may help you if the issue is on their side.
by bormand
Mon Feb 01, 2021 11:14 am
Forum: Won't fix.
Topic: [1.1.19] Crash of non blocking saving process on headless
Replies: 14
Views: 5794

Re: [1.1.19] Server crashing bug (Saving process crashed.)

i thinking it might be a bug in the stable versions I don't think it a bug on factorio side... SIGKILL usually means that someone deliberately killed your process for some reason. Some script on your server, parent process, kernel itself on out-of-memory condition etc. It's not a usual crash like S...
by bormand
Mon Feb 01, 2021 10:50 am
Forum: Won't fix.
Topic: [1.1.19] Crash of non blocking saving process on headless
Replies: 14
Views: 5794

Re: [1.1.19] Server crashing bug (Saving process crashed.)

where can i find the logs on 12058? I dunno, I usually grep whole /var/log when I want to find something. Most probably dmesg or syslog in that directory. It's interesting that almost 20 seconds passed before the kill: 19975.842 Info AsyncScenarioSaver.cpp:153: Saving process PID: 12058 19995.177 E...
by bormand
Mon Feb 01, 2021 10:28 am
Forum: Won't fix.
Topic: [1.1.19] Crash of non blocking saving process on headless
Replies: 14
Views: 5794

Re: [1.1.19] Server crashing bug (Saving process crashed.)

luketyleruk wrote: ↑
Mon Feb 01, 2021 10:18 am
19995.177 Error ChildProcessAgent.cpp:62: Child 12058 was terminated by signal 9
9 = SIGKILL

OOM killer? Well, shouldn't be on a machine with 12GB of ram. Try to grep other system logs about process 12058, maybe they give you more info...
by bormand
Mon Feb 01, 2021 9:29 am
Forum: General discussion
Topic: Come up with new infinite research
Replies: 34
Views: 10945

Re: Come up with new infinite research

DerGraue wrote: ↑
Sun Jan 31, 2021 3:55 pm
Maybe biter evolution could be a part of infinite research.
Yeah, infinite research to increase biter evolution beyond 100% should be fun!
by bormand
Mon Feb 01, 2021 7:20 am
Forum: Minor issues
Topic: [1.1.19] After rotating 2 connected pumps they begin to work infinitely
Replies: 5
Views: 1879

Re: [1.1.19] After rotating 2 connected pumps they begin to work infinitely

They just steal fluid from the fluid box of each other, I think...
by bormand
Mon Feb 01, 2021 7:01 am
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 23367

Re: Nerf the Portable Fusion Reactor?

I don't think it should be nerfed... PFR already has a lot of downsides: it's very large and gives just twice more power than 16 solar panels. I think it would be better to add another alternative generator. It will be smaller and way more powerful, but will require fuel. So, you will have a choice ...
by bormand
Sun Jan 31, 2021 8:40 pm
Forum: Ideas and Suggestions
Topic: Make "sync mods" button larger and more noticeable
Replies: 13
Views: 2829

Re: Make "sync mods" button larger and more noticeable

jodokus31 wrote: ↑
Sun Jan 31, 2021 8:24 pm
However, it seems, that many players don't get it still.
Well, I tried to use load button. It asks about synchronization only if you miss some mods. But if you have some mods than weren't in the save, it doesn't.
by bormand
Sun Jan 31, 2021 7:48 pm
Forum: Ideas and Suggestions
Topic: Make "sync mods" button larger and more noticeable
Replies: 13
Views: 2829

Re: Make "sync mods" button larger and more noticeable

Rseding91 wrote: ↑
Sun Jan 31, 2021 6:55 pm
Clicking "load game" will ask if you want to sync if it isn't.
Oh, sorry... I always used "sync mods with save" out of old habit, so never noticed that 1.1 already asks for mod synchronization.

Thanks!
by bormand
Sun Jan 31, 2021 2:21 pm
Forum: Ideas and Suggestions
Topic: Make "sync mods" button larger and more noticeable
Replies: 13
Views: 2829

Make "sync mods" button larger and more noticeable

What? Screenshot from 2021-01-31 21-11-03.png Why? "Sync mods with save" button is very convenient and used frequently. But it's very small and well hidden from new players, so they don't know about it (i.e. 95355 ). You can hide it when mods and their settings are already in sync, so it ...
by bormand
Sun Jan 31, 2021 1:40 pm
Forum: Ideas and Suggestions
Topic: Mods depending on the map
Replies: 4
Views: 1522

Re: Mods depending on the map

Noorphish wrote: ↑
Sun Jan 31, 2021 12:23 pm
I think the options mentioned are to difficult.
There is "sync mods with save" button in the top-right corner of the "load game" window. It's not as convenient as your suggestion, but still just one click to play the save with correct mod set.
by bormand
Sun Jan 31, 2021 9:21 am
Forum: Won't fix.
Topic: [1.1.19] Inconsistent max pressure
Replies: 1
Views: 1229

Re: [1.1.19] Inconsistent max pressure

Always been... Build order affect entity update order, so gradients between fluid boxes are different and that affect the flow. If I understand current system correctly, of course.

That's why they tried to rework fluid system one day...
by bormand
Sat Jan 30, 2021 11:05 pm
Forum: Technical Help
Topic: Is there a way to downgrade?
Replies: 11
Views: 1910

Re: Is there a way to downgrade?

I'm sure you really were just trying to say that you think it's very likely a hardware problem. Yeah ;) I tried to say, that even if you find some solution, i.e. revert to older version or ask devs to add some option like "save-slowly", it wouldn't fix a bug that lurks on underlying level...

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