Search found 74 matches

by Baughn
Sat Jun 10, 2017 4:49 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 562
Views: 115040

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 Modpack...
by Baughn
Fri Jun 09, 2017 6:14 pm
Forum: Resolved Problems and Bugs
Topic: Dedicated server crash with read-only binary directory
Replies: 2
Views: 873

Dedicated server crash with read-only binary directory

If the factorio directory is read-only, then this happens: svein@madoka> ls -ld server dr-xr-xr-x 4 svein users 5 Jan 1 1970 server svein@madoka> ./start.sh Using terracognito.zip + rm -f console.log + server/bin/x64/factorio --start-server terracognito.zip --mod-directory mods --server-settings ser...
by Baughn
Sun May 21, 2017 12:47 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] Running Factorio makes XFCE window-dragging laggy
Replies: 6
Views: 2232

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

Compositor enabled, proprietary nvidia driver. Disabling it fixes the problem, except that then I get screen tearing instead, so it's not ideal.
by Baughn
Fri May 19, 2017 1:40 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.11] macOS game is low-resolution on retina displays
Replies: 4
Views: 789

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

This is an old problem, with an old workaround: viewtopic.php?f=49&t=20751

Factorio runs great on Retina if you just add that key. The problem is, it tends to overload my laptop and start lagging... that's not Factorio's fault, though.
by Baughn
Fri May 19, 2017 1:39 pm
Forum: Resolved Problems and Bugs
Topic: [posila][15.6] Handheld flamethrower destroys trees.
Replies: 7
Views: 2317

Re: [15.6][posila] Handheld flamethrower destroys trees.

Still, if the trees are destroyed by fire, you'd expect that fire (which is still burning) to make the neighbouring trees catch on fire just as if there had been a tree-on-fire there.
by Baughn
Fri May 19, 2017 1:34 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] Running Factorio makes XFCE window-dragging laggy
Replies: 6
Views: 2232

[Oxyd] Running Factorio makes XFCE window-dragging laggy

Frankly, I won't blame you if you ignore this one... When running Factorio under XFCE, after it's started, dragging windows around the screen gets really laggy; that is, it only updates four to eight times per second. Not smooth at all. That's true for the Factorio window, of course, but it also aff...
by Baughn
Sat May 13, 2017 11:37 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2956
Views: 379878

Re: Bugs & FAQ

Well it's the same case for vanilla Omni smelters where stone bricks and steel have input amounts greater than one. The solution is to either use filter inserters, or output to a box and have inserter only activate if there is a certain amount in the box, which isn't failsave but better then direct...
by Baughn
Sat May 13, 2017 11:30 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2956
Views: 379878

Re: Bugs & FAQ

While I'm pretty sure it's a bug in the base game, here's an inserter-jamming scenario that it feels like you should already have seen. So I'm wondering, what's the best way to avoid it? https://forums.factorio.com/viewtopic.php?f=7&t=47500 ==== With the output set to a stone furnace, inserters appe...
by Baughn
Sat May 13, 2017 11:27 pm
Forum: Not a bug
Topic: [0.15.10] Inserters can jam if given multiple inputs
Replies: 2
Views: 485

[0.15.10] Inserters can jam if given multiple inputs

With the output set to a stone furnace, inserters appear to have two possible behaviours: - If an item is being cooked, only grab the input to the currently cooking recipe - Otherwise, grab any item which happens to match a possible recipe. This fails if there are multiple recipes, some of which tak...
by Baughn
Wed Sep 28, 2016 7:34 pm
Forum: Releases
Topic: Version 0.14.10
Replies: 33
Views: 17644

Re: Version 0.14.10

[*] Fixed that Factorio wouldn't give an error when --start-server-load-scenario was combined with --start-server or --start-server-load-latest. (33055) I think you got a bit overzealous, there. New bug time! $ /nix/store/pgfys3md3z31dklrpypx0ckwks16fjw2-factorio-headless-0.14.10/bin/.factorio-wrapp...
by Baughn
Mon Sep 19, 2016 7:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.7] [posila] Factorio crashes if executable directory is R/O
Replies: 1
Views: 779

[0.14.7] [posila] Factorio crashes if executable directory is R/O

Although not all the time. Method to reproduce: - Put Factorio on a read-only filesystem - Keep the config and mods in $HOME/.factorio, as is default. - Attempt to toggle a mod on or off. The game will crash, with these messages: 15.691 Info AppManager.cpp:643: Restarting Factorio 15.692 Error Util....
by Baughn
Sun Sep 18, 2016 6:04 pm
Forum: Duplicates
Topic: [0.14.7] Map download rate-limited to 2.0 MB/s
Replies: 1
Views: 317

[0.14.7] Map download rate-limited to 2.0 MB/s

..despite running on a server which can send at far higher speeds.

There shouldn't be an arbitrary cap on download rates of this sort.
by Baughn
Fri Aug 26, 2016 11:59 am
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14.21] Modpack: Farlands v0.14.7
Replies: 120
Views: 63608

Re: [0.13.13] Modpack: Farlands v0.13.1

It's right there in the subject, 0.13. Anything from 0.13.13 and up will work.
by Baughn
Wed Aug 17, 2016 6:19 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14.21] Modpack: Farlands v0.14.7
Replies: 120
Views: 63608

Re: [0.13.13] Modpack: Farlands v0.13.1

Re. UraniumPower, the fuel assemblies *do not get used up* (yet).

It might just be me, but isn't this a little bad?
by Baughn
Wed Aug 17, 2016 12:47 pm
Forum: Modding help
Topic: Possible to open TCP connections?
Replies: 7
Views: 1005

Re: Possible to open TCP connections?

Not sure if that's the exact use case you're looking for but if you're interested, I already made a Factorio-IRC bridge via log parsing/RCON commands: https://forums.factorio.com/viewtopic.php?f=133&t=29019 Well, it's exactly the sort of rube-goldberg machine I was hoping not to have to write. Whic...
by Baughn
Wed Aug 17, 2016 12:45 pm
Forum: Atomic Power
Topic: Uranium Power
Replies: 307
Views: 140943

Re: Uranium Power

So I have to ask, because nothing seems to be happening -- do fuel assemblies actually get used up?
by Baughn
Thu Aug 11, 2016 5:07 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14.21] Modpack: Farlands v0.14.7
Replies: 120
Views: 63608

Re: [0.13.13] Modpack: Farlands v0.13.1

I don't know if you're familiar with Unix tools already, or even running this on Linux (or OS X!), but you'd save yourself a lot of trouble by learning to use the diff / patch tools. Slightly complicated by the mod directories having version names in their names. Still, you might find http://linoxi...
by Baughn
Thu Aug 11, 2016 9:35 am
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14.21] Modpack: Farlands v0.14.7
Replies: 120
Views: 63608

Re: [0.13.13] Modpack: Farlands v0.13.1

Thanks for the modpack. I'm quite eager to try it out. One question though: Did you change any settings inside the files or can we just update with the ingame update option? I did. I tried not to do that and used my Tweak mod instead to modify other configs. Some mods didn't have global config opti...
by Baughn
Tue Aug 09, 2016 3:21 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14.21] Modpack: Farlands v0.14.7
Replies: 120
Views: 63608

Re: [0.13.13] Modpack: Farlands v0.13.1

Thanks for the modpack. I'm quite eager to try it out. One question though: Did you change any settings inside the files or can we just update with the ingame update option? I did. I tried not to do that and used my Tweak mod instead to modify other configs. Some mods didn't have global config opti...
by Baughn
Mon Aug 08, 2016 7:33 pm
Forum: Modding help
Topic: Possible to open TCP connections?
Replies: 7
Views: 1005

Re: Possible to open TCP connections?

aubergine18 wrote:You can write files via the API - why not make something that tails a file and sends new entries to IRC?
It turns into a rube-goldberg machine. I'd need to combine it with ii, or something.

Which is fine for *me*, but makes it a lot harder to contemplate offering it for others to use.

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