Search found 49 matches
- Mon Dec 18, 2017 12:51 am
- Forum: Duplicates
- Topic: Game crashes when adding or deleting power poles
- Replies: 3
- Views: 818
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.
- Fri Dec 15, 2017 3:54 pm
- Forum: Spread the Word
- Topic: Factorio homepage won't display
- Replies: 0
- Views: 1306
Factorio homepage won't display
See attached screenshot. It had a timeout reach and then this page displayed.
- 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: 1116
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?
- Thu Dec 07, 2017 3:47 pm
- Forum: Technical Help
- Topic: [Solved] [0.15.40] Headless Server not starting
- Replies: 7
- Views: 2150
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...
- Tue Sep 05, 2017 4:25 pm
- Forum: Implemented Suggestions
- Topic: Headless command to save game should not disable achievement
- Replies: 3
- Views: 5659
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...
- 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: 1707
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!...
- 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: 1707
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...
- 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: 7733
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.
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.
- 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: 1707
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
--iNick
- Fri Aug 04, 2017 2:46 am
- Forum: Technical Help
- Topic: Headless Server - How to enable automatic updates
- Replies: 4
- Views: 6120
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...
- 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: 21252
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...
- 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: 1707
[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
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
- Sun Jul 30, 2017 1:12 am
- Forum: Technical Help
- Topic: headless server problem
- Replies: 7
- Views: 2277
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....
- Thu Jul 20, 2017 3:33 pm
- Forum: General discussion
- Topic: Baffled - please provide reasons
- Replies: 13
- Views: 4930
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...
- Thu Jul 20, 2017 3:29 pm
- Forum: General discussion
- Topic: Baffled - please provide reasons
- Replies: 13
- Views: 4930
Re: Baffled - please provide reasons
One of the reasons why I would put a roboport in the middle of solar grids is (in my case) that robots at some point need a "home" for when they're idle. When you have 50-100k robots all over your bases, each roboport can only handle so many of them at once in their storage. So since I us...
- Wed Jul 19, 2017 7:00 pm
- Forum: General discussion
- Topic: Baffled - please provide reasons
- Replies: 13
- Views: 4930
Baffled - please provide reasons
I don't get it, I don't get it at all.. I see only one reason why one would design their solar grids in this way.. Is it OCD-ness? Is it that the roboport in the MIDDLE of a solar grid placement so the bots can do the work laying out the grid and then the roboport NEVER gets used again? They're sola...
- Fri May 05, 2017 5:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.6] Some font glyphs not rendered
- Replies: 8
- Views: 2949
Re: [0.15.6] Some font glyphs not rendered
hi guys,
I see the followup that it's a known issue, but I'll post this pic in case you might need in any way.
I see the followup that it's a known issue, but I'll post this pic in case you might need in any way.
- Tue Apr 25, 2017 8:25 pm
- Forum: Releases
- Topic: Version 0.15.1
- Replies: 54
- Views: 40561
Re: Version 0.15.1
Awwwww Yes, science packs have been overhauled is quite a work you guys did. But.. bugs are pointless now. They (can) cause destruction and you get nothing back from them. You spend ammo to kill and get nothing in return. You don't get alien artifacts anymore (right? tested via sandmode scenario), s...
- Tue Dec 27, 2016 7:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [14.21] "MultiplayerManager failed: multiplayer.address-in-use" into crash
- Replies: 3
- Views: 1575
Re: [CRASH TO DESKTOP] socket binding
it is not 100% reproducable, first time recreating situation, went back to multiplayer menu. 2nd time it crashed as happened earlier. attached pic and logfile
- Sun Dec 25, 2016 11:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [14.21] "MultiplayerManager failed: multiplayer.address-in-use" into crash
- Replies: 3
- Views: 1575
[14.21] "MultiplayerManager failed: multiplayer.address-in-use" into crash
Game crashes, unexpected (of course!) Factorio running in a MS-DOS window hosting a server on this PC, forgot about it. Launched Factorio via STEAM and tried to create another multiplayer server, dialog saying it can't open the socket/binding, something else is currently using the port. Acknowledgin...