If you want to see the content of the logistic network, just press "L" to view it. On Small Resolutions there is a problem seen the whole entity information, turning off the minimap works best there.
Hope this is improved the readability in the new GUI rewrite anyway.
Search found 56 matches
- Sun Jul 01, 2018 1:02 pm
- Forum: Ideas and Suggestions
- Topic: Hidden Object-Information
- Replies: 6
- Views: 2265
- Sun May 27, 2018 9:35 am
- Forum: Technical Help
- Topic: [16.36] Crash in replay: "Game::connectToPlayer: Different player already connected."
- Replies: 7
- Views: 2494
Re: [16.36] Crash in replay: "Game::connectToPlayer: Different player already connected."
Hmm can find the line a saw when i looked at it the first time. Maybe i was just to tiered to see.
Well did you change any mods within the save? Did you update a mod which added/changed the recipe of a item?
That can break the replay. With what version was the map created in 0.16?
Well did you change any mods within the save? Did you update a mod which added/changed the recipe of a item?
That can break the replay. With what version was the map created in 0.16?
- Sat May 26, 2018 1:16 pm
- Forum: Technical Help
- Topic: [16.36] Crash in replay: "Game::connectToPlayer: Different player already connected."
- Replies: 7
- Views: 2494
Re: [16.36] Crash in replay: "Game::connectToPlayer: Different player already connected."
From the log it seem like you are trying to run a replay from the old 0.15 in the new 0.16 Factorio. That will not work, replays break pretty fast.
- Sun Feb 11, 2018 11:48 am
- Forum: Ideas and Suggestions
- Topic: New manipulators and conveyor
- Replies: 6
- Views: 2991
Re: New manipulators and conveyor
But you don't use one Furnace to supply all your base with iron, do you?
If you use 35 Furni you get 1 Iron Plate each 0.1 Second, so Time isn't really a Factor in Factorio. If it takes to long, upscale it!
If you use 35 Furni you get 1 Iron Plate each 0.1 Second, so Time isn't really a Factor in Factorio. If it takes to long, upscale it!
- Wed Oct 25, 2017 7:36 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 590046
Re: [MOD 0.15.x] pY Coal Processing
Hi i encountered a small Bug, when playing with only your mod. The Combustion Tower is available without the required tech researched.
- Mon Mar 20, 2017 9:48 pm
- Forum: Ideas and Suggestions
- Topic: Tech for lesser idle energy consumption
- Replies: 5
- Views: 1672
Re: Tech for lesser idle energy consumption
Well in my opinion the only downside of lasers is, the passive energy consumption. Lower the need will change the game balance as fas
as i see it. In addition i don't see the benefit for vanilla Gameplay. What would this add?
Maybe its possible to do it in a mod?
as i see it. In addition i don't see the benefit for vanilla Gameplay. What would this add?
Maybe its possible to do it in a mod?
- Tue Jan 17, 2017 5:18 pm
- Forum: Implemented Suggestions
- Topic: Don't sound the alarm again if the biters are already dead
- Replies: 35
- Views: 10787
Re: Don't sound the alarm again if the biters are already dead
If you know how to reproduce the delayed alarm make a bug report. I had that bug too, saw a bug report about this, but i couldn't reproduce it later.
- Thu Nov 17, 2016 10:44 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle Assembly Plant / no hand crafting of tanks / trains
- Replies: 15
- Views: 15294
Re: Vehicle Assembly Plant / no hand crafting of tanks / trains
I don't see the benefit of this idea for the vanilla gameplay. And why only trains? what about the assemblers or the steam engines?
This sound more like tedious "realism" gameplay which is not really fun for me.
This sound more like tedious "realism" gameplay which is not really fun for me.
- Sun Oct 30, 2016 8:45 pm
- Forum: Gameplay Help
- Topic: Killing Big Worms without oil
- Replies: 16
- Views: 6231
Re: Killing Big Worms without oil
Use heavy armor and place a gun turret in range, put some ammo in it, then repair the placed turret until the worm is dead. At least thats what i did when i had no oil to get past them to the fields.
- Sat Sep 24, 2016 11:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [14.8] [Cube] Crash in MP after: "connection has been broken due to keep-alive activity"
- Replies: 5
- Views: 4477
Re: [14.8] Crash in MP after: "connection has been broken due to keep-alive activity"
Here is the beginning of the log. 0.007 2016-09-24 21:12:24; Factorio 0.14.9 (build 24809, win64, alpha) 0.015 Operating system: Windows 8.1 0.016 Program arguments: "Factorio.exe" "--start-server-load-latest" "--autosave-interval" "20" "--autosave-slots&...
- Sat Sep 24, 2016 10:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [14.8] [Cube] Crash in MP after: "connection has been broken due to keep-alive activity"
- Replies: 5
- Views: 4477
[0.14.9] Crash from Keepalive-activity
There seems to be a problem with handling a Networkpacket maybe? My Server crashed three time up to now with this error. I'm using the Base Game only no mods; Running the headless server on windows 64bit. 11933.603 Info ServerSynchronizer.cpp:524: nextHeartbeatSequenceNumber(346615) adding peer(71) ...
- Wed Aug 31, 2016 8:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.2][posila]Commands not working directly on Headless
- Replies: 6
- Views: 3525
Re: [0.14.2] Commands not working directly on Headless
Do believe that is going to be your issue. No not really. I'm talking about administrative commands like /player /kick /ban /help etc. they worked in 0.13.x without an issue regardless of the line you mentioned. But in 0.14 they stopped working for me and i get the error seen in the screenshot. If ...
- Wed Aug 31, 2016 4:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.2][posila]Commands not working directly on Headless
- Replies: 6
- Views: 3525
Re: [0.14.2] Commands not working directly on Headless
I didn't change anything on the bat-file when i upgrade from 0.13 to 0.14 and it was working with 0.13 without a problem. Just in case here are the Lines i use in the bat-file. @echo off TITLE Factorio Vanilla Factorio.exe --start-server-load-latest --autosave-interval 10 --autosave-slots 3 --port 2...
- Wed Aug 31, 2016 6:59 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.2][posila]Commands not working directly on Headless
- Replies: 6
- Views: 3525
[0.14.2][posila]Commands not working directly on Headless
When i type /h directly on my headless it give the following error: " type /h or /help for more help about commands
This happens with any command i tried. Works fine if i us the command on a client.
This happens with any command i tried. Works fine if i us the command on a client.
- Fri Aug 26, 2016 3:51 pm
- Forum: Technical Help
- Topic: Headless server no authentication check option
- Replies: 3
- Views: 5782
Re: Headless server no authentication check option
That option can be defined via the server-settings.json in the data folder. Just change the line "verify_user_identity": true to "verify_user_identity": false .
Don't forget to set that .json via the starting parameter via --server-setting C:\Factorio\data\yourserver.json
Don't forget to set that .json via the starting parameter via --server-setting C:\Factorio\data\yourserver.json
- Fri Aug 26, 2016 12:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.0] Public Headless doesn't show in Browser list
- Replies: 2
- Views: 1054
[0.14.0] Public Headless doesn't show in Browser list
I used the old server.json from 0.13.18, but my Server doesn't show up in the Server-Browser. The list is completely empty. The Option "Connect to Server" via the IP works without a problem. 0.001 2016-08-26 13:44:42; Factorio 0.14.0 (build 24281, win64, alpha) 0.002 Operating system: Wind...
- Fri Aug 26, 2016 8:37 am
- Forum: Not a bug
- Topic: [0.13.15] achievements are locked and no one used /c
- Replies: 10
- Views: 3777
Re: [0.13.15] achievements are locked and no one used /c
The Command restriction works for my server. I tried the following command lines options in a test i did with 0.13.18: 1. --allow-command disallow = Commands are allowed 2. --allow-command true = Commands are allowed 3. --allow-command false = Commands are disallowed for everyone 4. --allow-command ...
- Mon Aug 15, 2016 10:18 am
- Forum: Ideas and Suggestions
- Topic: Ability to assign items to All or Multiple wagon slots
- Replies: 1
- Views: 770
Re: Ability to assign items to All or Multiple wagon slots
To set Filters faster i take a few items i want to filter, put one in each slot an click the middle mouse button on each item.
Setting Filters gif
But your suggestion would be a nice to have feature.- Tue Aug 09, 2016 9:33 am
- Forum: Not a bug
- Topic: [0.13.15] achievements are locked and no one used /c
- Replies: 10
- Views: 3777
Re: [0.13.15] achievements are locked and no one used /c
Hmm i just tried and joined your server, commands are not restricted or disabled. If you use a headless, are you using "--allow-commands admins-only" as an argument?
If i use that argument on mine the commands are disabled just fine.
If i use that argument on mine the commands are disabled just fine.
- Sun Aug 07, 2016 4:57 am
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 114
- Views: 149666
Re: Digital Display, Yay!
This is my version of makining it look pretty! By moving everything to the top and adding substation you can make the didgets clear from wires :) Sadly this doesn't work out of the box in 0.13. since the smart chest & curved Rail got removed. factorio.jpg H4sIAAAAAAAA/91d23LjuBH9lSk/JuKGBO+1Ud7...