Search found 55 matches

by inick
Tue Dec 18, 2018 10:38 pm
Forum: Gameplay Help
Topic: Stockpile blueprint needed
Replies: 3
Views: 1453

Stockpile blueprint needed

All, I would really like a circuit-enabled buffer/stockpile blueprint. The basic idea is that a trainload (or belt) of product comes to a point and via circuit network: (A) If there is cargo in the train, to unload it and not put it back onto the train. (B) if there is an empty cargo car, load the c...
by inick
Mon Jun 18, 2018 5:23 pm
Forum: Modding help
Topic: angelssmelting /angelspetrochem failed to load
Replies: 1
Views: 1097

Re: angelssmelting /angelspetrochem failed to load

Very recent update to Angel's mods added that problem. Two ways to solve, both require manual edits to a mod folder contents. You'll either have to comment out the offending line, or copy a file from one .zip to the other mod. To comment out the offender, https://forums.factorio.com/viewtopic.php?f=...
by inick
Mon Jun 18, 2018 2:55 pm
Forum: Angels Mods
Topic: Angel's collection - unfinished?
Replies: 2
Views: 2481

Angel's collection - unfinished?

Hey all, I'll give you a reader's digest version of my recent experience. As all who have started Angel's before, they also included bobingabout mods. Not that I couldn't get anywhere, but I was very curious where the separation between Angel and Bob's. I began by disabling Bob's so I can understand...
by inick
Sun Jun 17, 2018 11:41 pm
Forum: Ideas and Suggestions
Topic: Blueprint creation - adding a new recipe toggle
Replies: 0
Views: 872

Blueprint creation - adding a new recipe toggle

Thank you Wube for the countless hours of time. One heck of a game. When creating a blueprint, much like the checkboxes to enable/disable tiles, train station names, etc etc - a new checkbox that will remove the set recipe on the entities being captured. I often create blueprints that are "blan...
by inick
Tue Apr 03, 2018 9:21 pm
Forum: Gameplay Help
Topic: 0.16 Oil processing stops when output tanks fill up
Replies: 15
Views: 12428

Re: 0.16 Oil processing stops when output tanks fill up

As I read the OP post, I couldn't help but repeatedly say "different people have different playstyles" Understanding this fundamental fact can and very might well be the reason why Base in a Book by another player may not be what you're needing or able to use. I will HAPPILY admit that any...
by inick
Mon Dec 18, 2017 12:51 am
Forum: Duplicates
Topic: Game crashes when adding or deleting power poles
Replies: 3
Views: 998

Re: Game crashes when adding or deleting power poles

I think I crashed with a similar fault. I have mods that alter electric poles. See attached 7z archive with dump, log, save, and mods folder for 16.5.
by inick
Fri Dec 15, 2017 3:54 pm
Forum: Spread the Word
Topic: Factorio homepage won't display
Replies: 0
Views: 1643

Factorio homepage won't display

See attached screenshot. It had a timeout reach and then this page displayed.
by inick
Thu Dec 14, 2017 7:20 pm
Forum: Resolved Problems and Bugs
Topic: [posila][16.2] Train turned invisible after pausing the game
Replies: 3
Views: 1331

Re: [posila][16.2] Train turned invisible after pausing the game

Is there any chance it might be an ALPHA consideration in a RGBA setting? if the train's Alpha is set to show up invisible, maybe this is why there are phantom vehicles?
by inick
Thu Dec 07, 2017 3:47 pm
Forum: Technical Help
Topic: [Solved] [0.15.40] Headless Server not starting
Replies: 7
Views: 2651

Re: Headless Server 0.15.40 not starting

Hello there fellow factorians. I run a factorio headless server. The last version was 0.15.37 and it was working perfekt. After the update, I replaces all files with the new ones put when I try to start the server with "sudo -H -u factorio /opt/factorio/bin/x64/factorio --start-server /opt/fac...
by inick
Tue Sep 05, 2017 4:25 pm
Forum: Implemented Suggestions
Topic: Headless command to save game should not disable achievement
Replies: 3
Views: 6175

Re: Headless command to save game should not disable achievement

In addition, I think an official RCON download would be nice. There are unoffical ones out there, and they do work, but learning how to RCON without any good information was a bit of a steep curve. In said RCON, have abilities like savegame, ban/unban, kick etc -- general admin type functions. Notin...
by inick
Wed Aug 09, 2017 12:08 am
Forum: Not a bug
Topic: [Oxyd] cross posting reply - headless on pure x86-64 system
Replies: 6
Views: 1996

Re: [Oxyd] cross posting reply - headless on pure x86-64 system

So far as I can tell, it has to be absolute path. You can try it yourself: Run `patchelf --set-interpreter ld-linux-x86-64.so.2 factorio`, verify that the path is now relative in ldd output, and that factorio won't start. Well, thank you for this tip, thank you for the information! (beyond helpful!...
by inick
Tue Aug 08, 2017 4:16 pm
Forum: Not a bug
Topic: [Oxyd] cross posting reply - headless on pure x86-64 system
Replies: 6
Views: 1996

Re: [Oxyd] cross posting reply - headless on pure x86-64 system

Oxyd, Nor am I asking for that. But I'm not the only one with the problem. Search results tells me that. the problem does seem to be purely the so-called "filesystem hierarchy standard" that isn't standard. I'm no expert but if you only code 'ld-linux-x86-64.so.2' file as a requirement, an...
by inick
Fri Aug 04, 2017 3:09 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [15.19] Trains collide reproducibly on specific layout
Replies: 15
Views: 8788

Re: [Hanziq] [15.19] Trains collide reproducibly on specific layout

Umm,

I don't know if it's related, but.. isn't (attached) that piece a little awkward when it comes to reserving track?


We have overlapping sections.
by inick
Fri Aug 04, 2017 2:50 am
Forum: Not a bug
Topic: [Oxyd] cross posting reply - headless on pure x86-64 system
Replies: 6
Views: 1996

Re: [Oxyd] cross posting reply - headless on pure x86-64 system

I'm no linux expert, but you're welcome to pass any questions my way, I can get around in it just fine.


--iNick
by inick
Fri Aug 04, 2017 2:46 am
Forum: Technical Help
Topic: Headless Server - How to enable automatic updates
Replies: 4
Views: 7039

Re: Headless Server - How to enable automatic updates

The updating process cannot skip versions, is probably packaged for full installs (not headless [unverified]), and seems to be impossible to google a URI for it. If you're coming from (in any example, let's take yours) 0.15.16 to 0.15.18; the client would normally fetch 0.15.17, fetch 0.15.18 and ap...
by inick
Mon Jul 31, 2017 8:54 pm
Forum: Ideas and Suggestions
Topic: Save custom world presets / Custom map generator presets / Save/load map-exchange-string
Replies: 78
Views: 25733

Re: Save custom world presets

With the new 0.15.x, there are a number of presets with the game, such as marathon, death world and rail world. But how about letting the players save their own custom presets for reusing, or sharing with others. This is what the map exchange string is. Literally - it copies all settings in that di...
by inick
Sun Jul 30, 2017 1:15 am
Forum: Not a bug
Topic: [Oxyd] cross posting reply - headless on pure x86-64 system
Replies: 6
Views: 1996

[Oxyd] cross posting reply - headless on pure x86-64 system

All,

Took me a couple weeks to track this one down. Headless Factorio won't run without some possible necessary filesystem maintenance. See
viewtopic.php?f=49&t=34445&p=299832#p299832
by inick
Sun Jul 30, 2017 1:12 am
Forum: Technical Help
Topic: headless server problem
Replies: 7
Views: 2609

Re: headless server problem

Reviving this old thread from search results simply because it matches my problem, and I found a solution. Kinda. I know the problem and will be seeking Devs to feedback the issue. I have a pure 64-bit live Linux system that I am using Factorio on. I think the headless Factorio download (even for 0....
by inick
Thu Jul 20, 2017 3:33 pm
Forum: General discussion
Topic: Baffled - please provide reasons
Replies: 13
Views: 5666

Re: Baffled - please provide reasons

Having a roboport in the middle of the grid could mean that if you need to do something at the solar farm (working on wall, defence, ...) you have an established logistic network to request stuff instead of having to extend the existing one if it isn't reaching there. Hmm, I could see this too, jus...

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