Search found 95 matches

by Baughn
Fri Mar 29, 2019 7:33 pm
Forum: Releases
Topic: Version 0.17.23
Replies: 67
Views: 38024

Re: Version 0.17.23

The (BobAngels-modded) dedicated server now segfaults on startup. No backtrace printed.
by Baughn
Fri Sep 07, 2018 12:31 pm
Forum: Technical Help
Topic: Download CAPTCHA prevents automated downloads
Replies: 16
Views: 8107

Re: Download CAPTCHA prevents automated downloads

The purpose of this is to make Factorio possible to install on NixOS. It has to be automated; the package builder (by design) doesn't allow interactive actions, and the license obviously doesn't allow redistribution. Previously we've been able to get away with a login script using curl, but that fal...
by Baughn
Thu Mar 08, 2018 1:39 am
Forum: Technical Help
Topic: [0.16.28] Low MP UPS, high SP UPS for same save
Replies: 0
Views: 547

[0.16.28] Low MP UPS, high SP UPS for same save

In short, I have a game we've been working on for a few weeks, approaching megabase proportions, but where the practical UPS limit has recently dropped to ~30 in multiplayer while the same save runs at 70 UPS if loaded in singleplayer. I'm not sure if this is a bug or not, but I don't recall it bein...
by Baughn
Thu Feb 22, 2018 8:13 pm
Forum: Desyncs with mods
Topic: Desyncs seemingly triggered by latency
Replies: 0
Views: 1090

Desyncs seemingly triggered by latency

We've been playing a multiplayer game for a few weeks, with regular (and increasing) frequency of desyncs. At all times, it seems it's the laggiest player that desyncs. Restarting the server sometimes helps for a while, but often not. Sometimes we go hours without a desync; sometimes we get five in ...
by Baughn
Wed Feb 21, 2018 4:58 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 316324

Re: [MOD 0.13.17+] Rampant - 0.16.22

Hi, We're two weeks into a game combining Rampant, Nauvis Day and Endgame Combat, and by now the biters seem to have maxed out. We're still in early-midgame -- no logistics system, just player delivery and construction bots -- but evolution is sitting around 95-97% and all I ever see are the highest...
by Baughn
Thu Feb 15, 2018 9:12 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105539

Re: [MOD 0.16] Realistic Reactors

This is broken in 0.16.24 thanks to the fluix box check.
by Baughn
Mon Feb 12, 2018 5:38 pm
Forum: Duplicates
Topic: [0.16.22] Modded lamps with extra large radius fail to rende
Replies: 1
Views: 748

[0.16.22] Modded lamps with extra large radius fail to rende

For example, the Yuoki Railways' modern street lamp. This has a lighting radius larger than the maximum zoom-out distance. If I walk away from it, especially if not zoomed fully out, the lamp will apparently be culled (?) from rendering while the visible area still should be lit by it, causing the t...
by Baughn
Tue Jan 30, 2018 3:13 pm
Forum: Gameplay Help
Topic: mixing fuel on belt
Replies: 13
Views: 5139

Re: mixing fuel on belt

You can easily do this using a circuit and merging lanes, set to allow the low-priority fuel through only if there's nothing else on the belt.

As of 0.16, you can also do this with a splitter at to input prioritization mode.
by Baughn
Thu Jan 25, 2018 4:31 pm
Forum: Technical Help
Topic: [16.16] Corruption of the game state
Replies: 4
Views: 1745

Re: [16.16] Corruption of the game state

Which you can best do using memtest86+.

Run it overnight, see if it finds anything.
by Baughn
Mon Jan 22, 2018 8:53 pm
Forum: Resolved Problems and Bugs
Topic: [16.17][linux] libpng warning: "Application built with libpng-1.2.50 but running with 1.6.30"
Replies: 10
Views: 7448

Re: [0.16.17] linux build with libpng issue

I can confirm, the same thing expectedly happens on NixOS with steam-run. ➜ factorio steam-run ~/factorio/bin/x64/factorio ~/factorio /home/svein/factorio/bin/x64/factorio: /steamrt/amd64/lib/libssl.so.1.0.0: no version information available (required by /home/svein/factorio/bin/x64/factorio) /home/...
by Baughn
Mon Jan 22, 2018 8:44 pm
Forum: Releases
Topic: Version 0.16.17
Replies: 53
Views: 29902

Re: Version 0.16.17

First crash! ➜ factorio steam-run ~/factorio/bin/x64/factorio ~/factorio /home/svein/factorio/bin/x64/factorio: /steamrt/amd64/lib/libssl.so.1.0.0: no version information available (required by /home/svein/factorio/bin/x64/factorio) /home/svein/factorio/bin/x64/factorio: /steamrt/amd64/lib/libssl.so...
by Baughn
Sat Dec 23, 2017 8:15 pm
Forum: General discussion
Topic: Game theory: Factorio takes place on Earth
Replies: 25
Views: 9122

Re: Game theory: Factorio takes place on Earth

olafthecat wrote:Surely the planet could be an infinite sphere?
Is there any difference between an infinite sphere and an infinite plane?
by Baughn
Fri Jun 30, 2017 1:56 pm
Forum: Resolved Problems and Bugs
Topic: [15.10] Desync loop upon joining game
Replies: 9
Views: 3713

Re: [15.10] Desync loop upon joining game

Do the desyncs go away if you remove the Axial Tilt mod? local day_length, day_end, night_start, night_end, day_start, night_length I Didn't follow them through to see if they are being used correctly but doing stuff like that can sometimes be a no-no Though he didn't answer, I'm pretty sure it wou...
by Baughn
Thu Jun 22, 2017 12:34 pm
Forum: Resolved Problems and Bugs
Topic: [Harkonnen] [0.15.18] Construction job assigned, never completed
Replies: 17
Views: 7026

Re: [Harkonnen] [0.15.18] Construction job assigned, never completed

And you didn't program eternal charging on purpose.

Don't be silly; this was a bug, by all accepted definitions of the term except entomological. "Working as designed", perhaps, but still a bug.
by Baughn
Sun Jun 18, 2017 5:53 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.11] macOS game is low-resolution on retina displays
Replies: 4
Views: 2386

Re: [0.15.11] macOS game is low-resolution on retina displays

Well, yeah. This bug should still be open. If I were to make a suggestion, the devs should: - Add that key to the application manifest, so we don't need to. - Rescale the UI to fit the display's actual DPI, without users needing to drag the handle. Scaling already works fine, you just need to do it ...
by Baughn
Thu Jun 15, 2017 7:41 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 316324

Re: [MOD 0.13.17+] Rampant - 0.15.15

The specific case I'm thinking of is a dedicated server, where the server may be up long before anyone logs on. If someone does log on (or for single-player)... I guess the ideal UI would be a progress bar, with the game otherwise frozen? I don't think it'd make much of a difference, though. And I'd...
by Baughn
Thu Jun 15, 2017 2:02 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] Running Factorio makes XFCE window-dragging laggy
Replies: 6
Views: 4401

Re: [0.15.x] Running Factorio makes XFCE window-dragging laggy

Disabling the compositor doesn't fix the second problem, though: Namely, resizing the window makes Factorio lag out and sometimes (appear to) freeze. That is, specifically dragging the side of the window to resize it. Using any of xfce's snapping features, or maximize/windowed fullscreen, it resizes...
by Baughn
Thu Jun 15, 2017 1:56 pm
Forum: Not a bug
Topic: --generate-map-preview crashes on the headless server
Replies: 2
Views: 1171

Re: --generate-map-preview crashes on the headless server

That's what I figured. It's a pity; it'd be a really useful feature. Actually... Before I dive into writing a dynmap -like mod (using an external server), do you know if it's possible for mods to write arbitrary binary data to <some file>? It's fine if that's limited to a single directory, or even a...
by Baughn
Wed Jun 14, 2017 4:53 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 316324

Re: [MOD 0.13.17+] Rampant - 0.15.14

When updating to the latest version on a multiplayer server, I got desyncs every single tick while Rampant was reindexing. Things started working again once it was done. That's with a pretty heavily modded game, mind you. Pre-update map: https://madoka.brage.info/baughn/rampant-bugreport.zip Modpac...
by Baughn
Wed Jun 14, 2017 4:45 pm
Forum: Not a bug
Topic: --generate-map-preview crashes on the headless server
Replies: 2
Views: 1171

--generate-map-preview crashes on the headless server

Probably not a surprise, given how it works, but I thought someone should report this. It would be by far most useful server-side, and as it stands I'm not sure it could work on a headless server at all.

Anyway, the --help output ought to document this.

Crash report: http://sprunge.us/aKiS

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