Search found 476 matches

by SoShootMe
Wed Dec 07, 2022 6:06 pm
Forum: Ideas and Suggestions
Topic: New train stop "condition" "switch to manual operation"
Replies: 22
Views: 3734

Re: New train stop "condition" "switch to manual operation"

A schedule entry with no condition has a specific (but relatively rarely used, I think) purpose, which is to make the station a waypoint. Changing the behaviour when no condition is set would break that use, although it could be restored by adding a "Waypoint" pseudo-condition. I think it ...
by SoShootMe
Mon Nov 28, 2022 7:08 pm
Forum: Technical Help
Topic: peer(1) wants a heartbeat(5987) that we don't have.
Replies: 5
Views: 827

Re: peer(1) wants a heartbeat(5987) that we don't have.

Thank you for the pointer, but I cannot see how the problem is the same, or how the resolution can be applied here (to explicitly add UDP to the port, which already is the case). Can you elaborate on the similarities you see? This bit also appears in the linked thread, but my hunch is that it is a ...
by SoShootMe
Fri Nov 25, 2022 12:41 pm
Forum: Ideas and Suggestions
Topic: Show missing ingredients in entity info
Replies: 7
Views: 1214

Re: Mark/show missing ingredients of assemblers

The advantage is, that you don't have to open the assembler. Wouldn't it make sense to (optionally?) be consistent with what you can see in that case? That is, show all ingredient/result slots at all times under Contents in the tooltip, shaded (or not) in the same way, eg fully red for a missing in...
by SoShootMe
Thu Nov 24, 2022 6:36 am
Forum: Gameplay Help
Topic: Recomended settings for casual play style?
Replies: 4
Views: 1196

Re: Recomended settings for casual play style?

I like the idea of aliens randomly attacking, but I want less of them. Is there a slider that controls how many attack at once? First of all, let's get one thing straight, on behalf of biters everywhere. You crash-landed on their planet, you are the alien! :) Anyway, as Loewchen described, attacks ...
by SoShootMe
Tue Nov 22, 2022 6:02 am
Forum: Ideas and Suggestions
Topic: When clicking on a train that is at a train stop, and choosing to add stop, highlight the current stop
Replies: 2
Views: 565

Re: When clicking on a train that is at a train stop, and choosing to add stop, highlight the current stop

When placing a new train at a train stop, you often want to include the current stop in the train schedule. Requesting a highlight or some other indication of the current stop the train is at in the list of stations. I agree with the premise of the suggestion and it sounds relatively simple, but I'...
by SoShootMe
Sun Nov 20, 2022 10:01 am
Forum: Ideas and Suggestions
Topic: Smoother vehicle control suggestions [0.15]
Replies: 10
Views: 2458

Re: Smoother vehicle control suggestions [0.15]

I, as player, want the vehicle accelerate if I press the key that points into the general direction the vehicle points from the screen perspective, and stop if I press the key that goes in the opposite direction of the vehicle. I think the devil is in the details but my hunch is this wouldn't actua...
by SoShootMe
Thu Nov 17, 2022 11:54 am
Forum: Resolved Problems and Bugs
Topic: [1.1.72] Multiplayer join fails when SRV request is caught by a CNAME record
Replies: 8
Views: 3688

Re: [1.1.72] Multiplayer join fails when SRV request is caught by a CNAME record

So how should Factorio behave in each of these cases? In my testing on linux it didn't detect a SRV record for each of the zones. For zone1 and zone2 it tried to connect to 98.209.243.3:34197, for zone3-6 it failed with "$domain is not a valid address (Name or service not known)". The onl...
by SoShootMe
Wed Nov 16, 2022 7:41 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.72] Multiplayer join fails when SRV request is caught by a CNAME record
Replies: 8
Views: 3688

Re: [1.1.72] Multiplayer join fails when SRV request is caught by a CNAME record

factorio.zone3.rbarrie.us * IN CNAME zone3.rbarrie.us. factorio IN CNAME zone3.rbarrie.us. returns no results for SRV query (interesting... didn't expect this) client connects to default port Because the (conceptual) search in the authoritative server uses the name, in order of increasing levels; q...
by SoShootMe
Wed Nov 16, 2022 3:09 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.72] Multiplayer join fails when SRV request is caught by a CNAME record
Replies: 8
Views: 3688

Re: [1.1.72] Multiplayer join fails when SRV request is caught by a CNAME record

Are the DNS records still up? Can't reproduce on linux. Could it be platform-specific? I can reproduce on 1.1.70 win64, using (a subdomain of) a domain under my control: $ORIGIN example. something IN A x.x.x.x *.something IN CNAME something ; no factorio.something IN CNAME record, which would cause...
by SoShootMe
Mon Nov 14, 2022 8:52 am
Forum: Resolved Problems and Bugs
Topic: [1.1.72] Multiplayer join fails when SRV request is caught by a CNAME record
Replies: 8
Views: 3688

Re: [1.1.72] Multiplayer join fails when SRV request is caught by a CNAME record

The expected behavior is: if the Factorio client makes a SRV request, and receives a response that does not contain any SRV records, then it should identify that the "DNS SRV lookup for [xyz] didn't return any usable records" and fall back to the default port 34197. Ideally, the recommend...
by SoShootMe
Sun Nov 06, 2022 8:12 am
Forum: Technical Help
Topic: [Linux] Dedicated Headless Server: Possible to listen on a specific networtk interface?
Replies: 3
Views: 682

Re: [Linux] Dedicated Headless Server: Possible to listen on a specific networtk interface?

On most game server 's i have ran in the past (Like the UT 2004 Server series, And will start figuring out the Satisfactory Game server in a seperate VM , those game servers had options to tell the software to listen to (IP adress) So i was just curious if Factorio Dedicated server has such an opti...
by SoShootMe
Wed Nov 02, 2022 8:41 am
Forum: Ideas and Suggestions
Topic: Add pause / unpause console command
Replies: 9
Views: 4007

Re: Add pause / unpause console command

As an alternative; would it perhaps also work if, instead of a new command, when game.tick_paused is set, players *are* notified and it does *not* disable achievements? At present, "/c" always disables achievements, regardless of what you use it for (even nothing). That's easy to both und...
by SoShootMe
Fri Oct 14, 2022 11:40 am
Forum: Gameplay Help
Topic: Kovarex Enrichment | Inserters
Replies: 20
Views: 3333

Re: Kovarex Enrichment | Inserters

Is there a simple way for inserters to stop inserting when the minimum requirement for production has been met? I agree with Stringweasel, there is no simple way to avoid buffering U-235 in Kovarex enrichment. Any solution will involve using the circuit network (though there is at least one possibl...
by SoShootMe
Tue Oct 11, 2022 10:00 am
Forum: General discussion
Topic: why prod modules are important
Replies: 155
Views: 20416

Re: why prod modules are important

My point was that if pollution is a concern, researching Mining productivity 2 or higher is a relatively long term answer: yes, better than productivity modules but (due to the resource cost) still a bad idea in the short term. Sorry, the part you bolded was a mistake; I meant due to the pollution ...
by SoShootMe
Tue Oct 11, 2022 4:56 am
Forum: Technical Help
Topic: Low FPS on PC without full use of CPU & RAM
Replies: 6
Views: 1456

Re: Low FPS on PC without full use of CPU & RAM

Why do I have such a low FPS/UPS on an older computer? In terms of Factorio performance, I think the most relevant differences between the two systems are: 6MB vs 12MB CPU cache DDR3 vs DDR4 RAM 3.7GHz vs 4.3GHz CPU Turbo Boost As with most games, it is normal for Factorio to be unable to fully uti...
by SoShootMe
Tue Oct 11, 2022 4:04 am
Forum: General discussion
Topic: why prod modules are important
Replies: 155
Views: 20416

Re: why prod modules are important

Another significant drawback of the prod modules in mining drill is that it increase the pollution per ore by a lot contrary to the mining productivity research. True, but producing the science packs in order to research mining productivity bonus also creates (quite a lot of) pollution, and after M...
by SoShootMe
Mon Oct 10, 2022 5:09 pm
Forum: General discussion
Topic: why prod modules are important
Replies: 155
Views: 20416

Re: why prod modules are important

Another significant drawback of the prod modules in mining drill is that it increase the pollution per ore by a lot contrary to the mining productivity research. True, but producing the science packs in order to research mining productivity bonus also creates (quite a lot of) pollution, and after M...
by SoShootMe
Fri Sep 30, 2022 7:30 am
Forum: Ideas and Suggestions
Topic: ARM Build
Replies: 153
Views: 54590

Re: ARM Build

I think we all have no good idea what are the real problems , what hinders wube to make an arm version. People have been porting all kinds of software to new platforms and maintaining that software for a very long time; the types of problems that come up and challenges are well understood. That of ...
by SoShootMe
Fri Sep 30, 2022 2:30 am
Forum: Ideas and Suggestions
Topic: Stacked Area Charts / Summaries graphs of power/pollution
Replies: 6
Views: 1389

Re: Stacked Area Charts / Summaries graphs of power/pollution

I’m sure this suggestion already exists, but couldn’t find it. There are suggestions around showing the total power and/or pollution (which seems to be the main benefit of this suggestion), but I couldn't find any specifically suggesting a stacked (or cumulative) chart. One obvious issue with a sta...
by SoShootMe
Fri Sep 30, 2022 1:42 am
Forum: Outdated/Not implemented
Topic: Factorio on Stadia please
Replies: 20
Views: 7701

Re: Factorio on Stadia please

posila wrote:
Sun Sep 25, 2022 4:05 pm
Stadia is closed platform.
Soon to be in a different way, as a Google blog post has announced it is to be turned off in January 2023. So this is surely now a very definite "Won't implement".

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