Search found 95 matches
- 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.
- 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...
- 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...
- 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 ...
- 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...
- 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.
- 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...
- 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.
As of 0.16, you can also do this with a splitter at to input prioritization mode.
- 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.
Run it overnight, see if it finds anything.
- 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. β 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/...
- 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! β 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...
- 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
Is there any difference between an infinite sphere and an infinite plane?olafthecat wrote:Surely the planet could be an infinite sphere?
- 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...
- 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.
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.
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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
Anyway, the --help output ought to document this.
Crash report: http://sprunge.us/aKiS