Search found 1028 matches

by quyxkh
Wed Apr 05, 2017 4:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.22] Arch server connect/reconnect troubles
Replies: 10
Views: 3301

Re: [0.14.22] Arch server connect/reconnect troubles

I made it so Factorio will put a .lock file into its write-data and call flock(2) on it to ensure no other Factorio process is using the same directory. Thank you! Automatically using separate write-data on headless would be more involved, and you'd have to edit the config to change the port anyway...
by quyxkh
Wed Apr 05, 2017 2:16 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.22] Arch server connect/reconnect troubles
Replies: 10
Views: 3301

Re: [0.14.22] Arch server connect/reconnect troubles

Got it: the problem is the server and client can't coexist, you have to make a separate config with a separate `write-data` path. mkdir -p ~/.factorio/server cd !$ cp -a ../config . sed -si /write-data/s:=.*:=$PWD: config/config.ini mv ../server-settings.json . Then you can `bin/x64/factorio -c ~/.f...
by quyxkh
Tue Apr 04, 2017 10:46 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.22] Arch server connect/reconnect troubles
Replies: 10
Views: 3301

Re: [0.14.22] Arch server connect/reconnect troubles

Apparently you know your way around Linux better than I do, but 62.934 Warning WriteFileGuard.cpp:25: Writing /home/quyxkh/.factorio/saves/MP/1.zip failed are you sure the user Factorio runs under (I assume it's your user) has permission to write to that file? Delete the temp folder in .factorio, t...
by quyxkh
Tue Apr 04, 2017 8:53 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.22] Arch server connect/reconnect troubles
Replies: 10
Views: 3301

[0.14.22] Arch server connect/reconnect troubles

Connecting via lan (loopback, 127.0.0.1) with this straightforward server setup hangs with an unresponsive server and the logs shown here: (ins)~/steam/Factorio$ type doit doit is a function doit () { cd ~/steam/Factorio; rm -rf ~/.factorio/saves/MP; mkdir ~/.factorio/saves/MP; diff -u0 data/server-...
by quyxkh
Thu Mar 30, 2017 4:07 pm
Forum: Ideas and Suggestions
Topic: Turn hover feedback yellow border white when settings match
Replies: 5
Views: 1388

Turn hover feedback yellow border white when settings match

When you're copy-pasting settings it'd be nice to get feedback when the paste takes, how about displaying the hover border in white when the settings match?
by quyxkh
Mon Mar 27, 2017 3:09 pm
Forum: Ideas and Suggestions
Topic: Start combinator operand entry window text focus at op value
Replies: 11
Views: 3256

Re: Set keyboard focus for constant value input

I'm really sorry I was unclear, this was supposed to be a gimme, I'm afraid I wrecked it by just assuming It was clearly a simple, easily-correctable oversight in the UI setup. I'm asking to have Factorio interpret keyboard input when you're changing an operand value as the new operand value. It's r...
by quyxkh
Mon Mar 27, 2017 3:48 am
Forum: Ideas and Suggestions
Topic: Start combinator operand entry window text focus at op value
Replies: 11
Views: 3256

Re: Set keyboard focus for constant value input

I've got one early-game setup with dozens of each-to-each combinators, and I can set one up, shift-rclick on it, and shift-lclick on the rest bangbangbangbangbang. Then it _could be_ select a combinator, type the constant, pick the operation, done. That's what I'm asking for.
by quyxkh
Sun Mar 26, 2017 7:52 pm
Forum: Ideas and Suggestions
Topic: Start combinator operand entry window text focus at op value
Replies: 11
Views: 3256

Start combinator operand entry window text focus at op value

When a combinator constant's up for editing, select and focus the current value so you can click-type-enter rather than click-move-clickdrag-type-enter. click 1 enter is lots nicer than click move clickdrag-or-doubleclick-but-don't-forget-to-do-one-or-the-other-because-just-clicking-then-typing-1-wi...
by quyxkh
Sat Mar 25, 2017 8:38 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 69354

Re: Friday Facts #183 - Aiming for the release date

Tweakable resource/difficulty settings: can you add a setting to map generation controlling strength of sunlight (i.e. power from solar panels)? They feel rather cheaty now. Playing with only 10% of the power from solar would be interesting I think. Stuff like that's easy to fix yourself, edit {Fac...
by quyxkh
Thu Mar 16, 2017 3:37 am
Forum: Ideas and Suggestions
Topic: Different power icon for buildings disabled by a switch
Replies: 31
Views: 7230

Re: Don't warn if power _should_ be off

Okay, I take rsedling's point there, that it's impossible to be perfect about it, but the situation of e.g. a factory or boiler complex on a power network with no power suppliers and an open switch is, given you're using switches at all (else, why have them?), guaranteed to happen, desirable, cheap ...
by quyxkh
Mon Mar 13, 2017 10:45 pm
Forum: Ideas and Suggestions
Topic: Different power icon for buildings disabled by a switch
Replies: 31
Views: 7230

Re: Don't warn if power _should_ be off

No, that's about the behavior of the power switches themselves. I'm talking about the "no power connected" warning, the yellow blinking warning triangle, that shows up on devices not connected to a power network with both a producer and a consumer. If you're not using power switches, that'...
by quyxkh
Sun Mar 12, 2017 2:39 am
Forum: Ideas and Suggestions
Topic: Different power icon for buildings disabled by a switch
Replies: 31
Views: 7230

Don't warn if power _should_ be off

So there'd be say the normal "ungated" power networks and "gated" power networks that have "off" power switches but no boilers/accumulators/panels. If a device is connected only to gated power, don't flash the "no power" warning icon. When I've bothered to set...
by quyxkh
Sat Mar 11, 2017 5:29 pm
Forum: Implemented Suggestions
Topic: Shift to rotate counterclock
Replies: 2
Views: 1326

Re: Shift to rotate counterclock

Both woo! and hoo! :-)
by quyxkh
Sat Mar 11, 2017 4:35 pm
Forum: Implemented Suggestions
Topic: Shift to rotate counterclock
Replies: 2
Views: 1326

Shift to rotate counterclock

When your target's the belt on the left and very much not the belt on the right, three R's isn't enough - especially when your inventory's already full so you can't pick up the current belt contents.
by quyxkh
Sat Mar 11, 2017 3:48 pm
Forum: Resolved Problems and Bugs
Topic: Replays not working proper when recording campaign
Replies: 3
Views: 1676

Re: Replays not working proper when recording campaign

Also: try replaying a saved Transport Belt Madness campaign. Just the first two puzzles should do it. It might require you reload from an autosave during the recording.
by quyxkh
Fri Feb 03, 2017 10:18 pm
Forum: Not a bug
Topic: [0.12.33] sound effect distortion and echo
Replies: 3
Views: 1903

Re: [0.12.33] sound effect distortion and echo

This has gone away, by the way. In the interim I've switched from an AMD card to a Nvidia, using the vendor HDMI audio, so it could easily have been a driver issue.
by quyxkh
Thu Dec 15, 2016 10:59 pm
Forum: Not a bug
Topic: [14.21]Problems with manually connected power poles.
Replies: 5
Views: 2092

Re: [14.21]Problems with manually connected power poles.

I think OP does have a good point, that blueprints don't store the wiring connections for poles inside the blueprint. I think it's reasonable to expect a blueprint to reproduce the setup. Certainly my expectation for a blueprint of four poles not connected to each other would be four poles not conne...
by quyxkh
Wed Jun 08, 2016 10:46 pm
Forum: Not a bug
Topic: [0.12.35] Logistic robots stopped delivering ammo
Replies: 6
Views: 1932

Re: [0.12.35] Logistic robots stopped delivering ammo

[. . . ] (as you've already guessed, I never even thought to look there . . . thanks for pointing it out) This started happening after I cleared out my logistics requests for some oil-production construction, when I loaded it back up again I left it at the default 100 instead of the 400 I'd had befo...
by quyxkh
Wed Jun 08, 2016 10:32 pm
Forum: Not a bug
Topic: [0.12.35] Logistic robots stopped delivering ammo
Replies: 6
Views: 1932

Re: [0.12.35] Logistic robots stopped delivering ammo

orzelek wrote:Your request is for 100 and you have 100 in ammo slot. Seems to match properly. Try to up the request and see if something changes?
I see 82 in the slot, not 100.

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