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 ...
Search found 57 matches
- Sun Jul 30, 2017 1:12 am
- Forum: Technical Help
- Topic: headless server problem
- Replies: 7
- Views: 3468
- Thu Jul 20, 2017 3:33 pm
- Forum: General discussion
- Topic: Baffled - please provide reasons
- Replies: 13
- Views: 7507
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 ...
- Thu Jul 20, 2017 3:29 pm
- Forum: General discussion
- Topic: Baffled - please provide reasons
- Replies: 13
- Views: 7507
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 used the ...
- Wed Jul 19, 2017 7:00 pm
- Forum: General discussion
- Topic: Baffled - please provide reasons
- Replies: 13
- Views: 7507
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 ...
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 ...
- Fri May 05, 2017 5:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.6] Some font glyphs not rendered
- Replies: 8
- Views: 4834
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: 51747
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 ...
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 ...
- 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: 2263
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: 2263
[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 ...
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 ...
- Sat Nov 26, 2016 7:13 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 90227
Re: Friday Facts #166 - Combat Revisit
For me one of the biggest disappointment in this game was when I first researched combat robotics and instead of cool robots that semi-automatically kick biters asses I got some shitty drones flying with me. I don't want to run around spawners with machinegun and drones or siege them with turrets ...
- Tue Sep 06, 2016 4:26 pm
- Forum: Technical Help
- Topic: Cannot join multiplayer
- Replies: 1
- Views: 1142
Re: Cannot join multiplayer
Update.
Additionally, back to the first Win10 PC and I can rejoin the map just fine. I'm baffled.
Apparently, some 20 other people are too, I saw the read count but no replies.
Guess I gotta walk out my issue via trial and error, still will take any suggestions any to offer.
Additionally, back to the first Win10 PC and I can rejoin the map just fine. I'm baffled.
Apparently, some 20 other people are too, I saw the read count but no replies.
Guess I gotta walk out my issue via trial and error, still will take any suggestions any to offer.
- Mon Sep 05, 2016 8:28 pm
- Forum: Technical Help
- Topic: Cannot join multiplayer
- Replies: 1
- Views: 1142
Cannot join multiplayer
I've been playing single player for so long, I am just starting to run a MP server. I'm not completely sure how much info you need; but I hope I gave enough.
Server is a 64-bit Fedora linux, run the game with --start-server <filename>
I can connect with another Windows 10 x64 PC just fine and played ...
Server is a 64-bit Fedora linux, run the game with --start-server <filename>
I can connect with another Windows 10 x64 PC just fine and played ...
- Tue Aug 09, 2016 7:10 am
- Forum: Balancing
- Topic: Aliens and Evolution progress
- Replies: 3
- Views: 3249
Aliens and Evolution progress
I've loved this game. Granted, IRL, I abhor automation. This game not only has done automation right, it's fun, engaging, quite playable. I understand games can sometimes bend the rules of real life, we've all seen it. I've got one tiny irritant to the current gameplay and it's eating at me.
So ...
So ...
- Sun Aug 07, 2016 8:22 am
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 113178
Re: [MOD 0.13] Satellite Uplink Station 1.0.0
BUG REPORT
Factorio 0.13.15 sandbox/god mode, cheats enabled (character = nil)
Satellite Uplink Station threw error. Img here

Sorry for the crude, short message. It's 2:15AM and my brain is tired.
Factorio 0.13.15 sandbox/god mode, cheats enabled (character = nil)
Satellite Uplink Station threw error. Img here

Sorry for the crude, short message. It's 2:15AM and my brain is tired.
- Thu Jun 30, 2016 5:49 pm
- Forum: Releases
- Topic: Version 0.13.1
- Replies: 42
- Views: 42235
Re: Version 0.13.1
Hello,
I think the research tree has been reworked (pretty sure), including new values for quantities of Science Packs, and reordered dependency. Why is solar energy locked behind Oil & Plastics if neither Oil products (Plastics, Batteries, Lubricant) are not needed in the recipe for Solar Energy ...
I think the research tree has been reworked (pretty sure), including new values for quantities of Science Packs, and reordered dependency. Why is solar energy locked behind Oil & Plastics if neither Oil products (Plastics, Batteries, Lubricant) are not needed in the recipe for Solar Energy ...
- Fri Jun 17, 2016 9:32 pm
- Forum: Mods
- Topic: [MOD 0.13.0+|v0.12]Recycling Machines
- Replies: 96
- Views: 53781
Re: [MOD 0.12.33+]Recycling Machines
OK! I was wrong about not being able to use the mod in a previously saved world. New version now in test that allows this. :)
Still a way to go with a version that lets you choose the recycling return that is always 100% at the moment.
I'll throw it on and play with your testing version if ...
- Fri Jun 17, 2016 7:38 pm
- Forum: Mods
- Topic: [MOD 0.13.0+|v0.12]Recycling Machines
- Replies: 96
- Views: 53781
Re: [MOD 0.12.33+]Recycling Machines
OK! I was wrong about not being able to use the mod in a previously saved world. New version now in test that allows this. :)
Still a way to go with a version that lets you choose the recycling return that is always 100% at the moment.
I'll throw it on and play with your testing version if ...
- Thu Jun 16, 2016 7:40 pm
- Forum: Mods
- Topic: [MOD 0.13.0+|v0.12]Recycling Machines
- Replies: 96
- Views: 53781
Re: [MOD 0.12.33+]Recycling Machines
Thanks for the idea!
Appreciate the mod, really like the thought in it. I feel a 100% return is too grateful though. I really would rather a configurable amount/percent.
I just enabled it in 0.12.35 64-bit and found an existing world doesn't allow you to craft the recycling machines. I expect ...
Appreciate the mod, really like the thought in it. I feel a 100% return is too grateful though. I really would rather a configurable amount/percent.
I just enabled it in 0.12.35 64-bit and found an existing world doesn't allow you to craft the recycling machines. I expect ...