Search found 1028 matches
- 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...
- 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:=.*:=$PWD: config/config.ini mv ../server-settings.json . Then you can `bin/x64/factorio -c ~/.f...
- Tue Apr 04, 2017 10:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Arch server connect/reconnect troubles
- Replies: 10
- Views: 3301
Re: [0.14.22] Arch server connect/reconnect troubles
Apparently you know your way around Linux better than I do, but 62.934 Warning WriteFileGuard.cpp:25: Writing /home/quyxkh/.factorio/saves/MP/1.zip failed are you sure the user Factorio runs under (I assume it's your user) has permission to write to that file? Delete the temp folder in .factorio, t...
- Tue Apr 04, 2017 8:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Arch server connect/reconnect troubles
- Replies: 10
- Views: 3301
[0.14.22] Arch server connect/reconnect troubles
Connecting via lan (loopback, 127.0.0.1) with this straightforward server setup hangs with an unresponsive server and the logs shown here: (ins)~/steam/Factorio$ type doit doit is a function doit () { cd ~/steam/Factorio; rm -rf ~/.factorio/saves/MP; mkdir ~/.factorio/saves/MP; diff -u0 data/server-...
- 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?
- 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...
- 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.
- 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...
- 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...
- 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 ...
- 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'...
- Sun Mar 12, 2017 5:14 pm
- Forum: Off topic
- Topic: Somehow, this seems appropriate here . . .
- Replies: 2
- Views: 1659
- 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...
- 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!
- 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.
- 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.
- 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.
- 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...
- 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...
- 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
I see 82 in the slot, not 100.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?