Search found 111 matches
- Tue Sep 20, 2016 3:37 pm
- Forum: General discussion
- Topic: [14.3] Unable to "Catch Up" with capable hardware
- Replies: 49
- Views: 27453
Re: [14.3] Unable to "Catch Up" with capable hardware
Hi, I was linked here from another thread and just wanted to share a little feedback. As a server grows, fewer and fewer people are able to keep up and play on it. It would be nice if there was an option to have the server gradually scale back simulation speed to a specified minimum so those there i...
- Tue Sep 20, 2016 3:26 pm
- Forum: Ideas and Suggestions
- Topic: v.14: Server speed scaling without disabling achievements
- Replies: 4
- Views: 1344
Re: v.14: Server speed scaling without disabling achievements
There are some similarities, and I think it shares a common underlying issue, but we're asking for different things... For example, if someone is having trouble catching up, I can pause the game. They download the map, load it, catch up, and get in. But then when I unpause the game, they cannot keep...
- Tue Sep 20, 2016 5:06 am
- Forum: Ideas and Suggestions
- Topic: v.14: Server speed scaling without disabling achievements
- Replies: 4
- Views: 1344
v.14: Server speed scaling without disabling achievements
Servers can be pretty strong, but a lot of people out there playing factorio don't have top of the line computers. It would be nice if there was some way to allow the server to slow down for clients (ideally this would be a dynamic adjustment) without the penalty that comes with using console comman...
- Sun Sep 18, 2016 10:46 am
- Forum: Mods
- Topic: [MOD 0.13] DayNightExtender - longer day/night cycles
- Replies: 38
- Views: 17983
Re: [MOD 0.13] DayNightExtender - longer day/night cycles
I'll look forward to it. Thank you!
- Sun Sep 18, 2016 8:55 am
- Forum: Mods
- Topic: [MOD 0.13] DayNightExtender - longer day/night cycles
- Replies: 38
- Views: 17983
Re: [MOD 0.13] DayNightExtender - longer day/night cycles
Hi.. Would it be possible to have this mod also increase accumulator capacity in proportion to the lengthening of the day/night cycle? (ie if it's 4 times longer, give accumulators 4x capacity). Basically I want to use this mod but don't want to have to build tens of thousands more accumulators... T...
- Sun Sep 18, 2016 7:03 am
- Forum: 1 / 0 magic
- Topic: [14.7] [Hanziq] Error on shutdown in multiplayer.
- Replies: 3
- Views: 1427
Re: [14.7] Error on shutdown in multiplayer.
This happened every time I closed the server in... 14.3, I think it was, but someone replied that it would be fixed. Now it happens much more rarely; I don't know any specific steps to reproduce. But the stacktrace has always done that.
I don't know what the PDB is, sorry.
I don't know what the PDB is, sorry.
- Sun Sep 18, 2016 7:00 am
- Forum: Not a bug
- Topic: [14.7] possible bug with combinators
- Replies: 1
- Views: 937
[14.7] possible bug with combinators
Basically, the signal won't translate to the output signal unless it is set to output '1'
If I change the accumulator's output signal to green, then this setup works.
- Sun Sep 18, 2016 12:57 am
- Forum: 1 / 0 magic
- Topic: [14.7] [Hanziq] Error on shutdown in multiplayer.
- Replies: 3
- Views: 1427
[14.7] [Hanziq] Error on shutdown in multiplayer.
154801.364 Info HttpSharedState.cpp:44: Downloading https://multiplayer.factorio.com/remove-game/213298 154801.407 Info HttpSharedState.cpp:108: Status code: 200 pure virtual method called terminate called without an active exception sh: 1: addr2line: not found 154801.491 Warning Logger.cpp:360: Co...
- Wed Sep 14, 2016 11:49 pm
- Forum: Pending
- Topic: 14.5: URL in chat messages drop all players from game
- Replies: 1
- Views: 725
14.5: URL in chat messages drop all players from game
Only happens at the start of a chat message. Putting a URL in like "https://discord.gg/factorio" drops all players from the MP session. Prefixing with something like "Try https://discord.gg/factorio" does not do this.
- Fri Sep 09, 2016 7:34 pm
- Forum: Ideas and Suggestions
- Topic: Extend latency hiding to non-railway vehicles
- Replies: 0
- Views: 564
Extend latency hiding to non-railway vehicles
Using a car can still be pretty difficult in 0.14. Even on a 50ms server, there's a very noticeable delay between pushing a direction and the start of a turn, and again on releasing it and the vehicle actually stopping it's turn... making it hard to not run into things especially when trying to avoi...
- Wed Sep 07, 2016 9:54 am
- Forum: Resolved Problems and Bugs
- Topic: 0.14.4 error/crash on shutdown
- Replies: 1
- Views: 723
- Sat Aug 27, 2016 3:22 am
- Forum: Multiplayer
- Topic: memory for headless multiplayer?
- Replies: 7
- Views: 7799
memory for headless multiplayer?
Hi all
Just wondering... what kind of memory usage do you see for the headless version of factorio? Is there a recommended minimum for a headless server?
Thanks
Just wondering... what kind of memory usage do you see for the headless version of factorio? Is there a recommended minimum for a headless server?
Thanks
- Sat Aug 06, 2016 12:58 pm
- Forum: Mods
- Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
- Replies: 120
- Views: 49561
Re: [MOD 0.13] HandyHands - AutoHandcrafting
I think a hotkey would be easiest. I kind of plan to uninstall the mod once I get logistics, at least until I start another new map-- what I'm really liking this for is early game, it's just so convenient. Also, I found a little bug, in this case if I filter fish on my quickbar. I think maybe, check...
- Sat Aug 06, 2016 8:57 am
- Forum: Mods
- Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
- Replies: 120
- Views: 49561
Re: [MOD 0.13] HandyHands - AutoHandcrafting
Hi Quick question... can this be turned off for specific items, while still keeping them filtered on my quickbar? For example, if I automate belt production, I don't want to hand craft them anymore, but I still want them filtered on my quickbar since they're used so much... but maybe I want to keep ...
- Thu Aug 04, 2016 7:26 am
- Forum: Gameplay Help
- Topic: Construction bots idleing
- Replies: 5
- Views: 2421
Re: Construction bots idleing
You can use passive provider chests (red chests) to avoid items being sent to storage automatically... You can also click a button on the top right to connect inserters to your logistic network, and then have them stop providing materials or exporting the end product if the logistics network contain...
- Tue Aug 02, 2016 8:11 pm
- Forum: Gameplay Help
- Topic: Help me manage train unloading/understand logistics storage
- Replies: 18
- Views: 7271
Re: Help me manage train unloading/understand logistics storage
I haven't worried about biasing. The chests can each hold 48 stacks and the train cars only have 30, (I hear that's gone up to 40 in 0.13 but even so), a train car can't even fill one chest, let alone 12 or 14. So if you're unloading chests are getting plugged up, either your storage is full and ha...
- Tue Aug 02, 2016 9:19 am
- Forum: Gameplay Help
- Topic: Help me manage train unloading/understand logistics storage
- Replies: 18
- Views: 7271
Re: Help me manage train unloading/understand logistics storage
If the buffers at the unload are actually full, let the trains sit at the station until their wagons are empty. -snip- Oh, one last practical question. If I just have the trains unloading into passive provider chests, or maybe even have a second row of passive providers to give that '1 unload of bu...
- Tue Aug 02, 2016 9:07 am
- Forum: Gameplay Help
- Topic: Help me manage train unloading/understand logistics storage
- Replies: 18
- Views: 7271
Re: Help me manage train unloading/understand logistics storage
You could leave it as a seperate network, then use a power switch that you can use to power on/off a roboport which connects/disconnects this network to your main logstics network. When you're filling up the storage chests, leave the roboport off, and switch it on when you want to connect the suppl...
- Tue Aug 02, 2016 4:42 am
- Forum: Gameplay Help
- Topic: Help me manage train unloading/understand logistics storage
- Replies: 18
- Views: 7271
Re: Help me manage train unloading/understand logistics storage
I don't know the full extent of your base setup, but I have experience with all logistic bot bases, and I have learned some things from it. You have said that you are using these storage chests as a buffer correct? So I have a question then: Do you have any Requestor chests in your main base's netw...
- Mon Aug 01, 2016 5:54 pm
- Forum: Gameplay Help
- Topic: Help me manage train unloading/understand logistics storage
- Replies: 18
- Views: 7271
Re: Help me manage train unloading/understand logistics storage
But... what do you do without a buffer zone? Just let the trains sit at the station, or let them go back to the mining outposts with non-empty cars...? I don't really have any particular goals like rockets per minute. I guess right now, my goal is just to get high throughput through my rail network....