Search found 209 matches
- Fri Feb 23, 2018 3:03 pm
- Forum: Maps and Scenarios
- Topic: Multiplayer Individual Starting Spawns Scenario (0.17 Update)
- Replies: 31
- Views: 26468
Re: Multiplayer Individual Starting Spawns Scenario
Is there an option to generate ores and trees in a more natural, semi-random style?
- Fri Feb 23, 2018 12:07 am
- Forum: Desyncs with mods
- Topic: [0.16.25] Desync joining someone in Oarc scenario
- Replies: 0
- Views: 868
[0.16.25] Desync joining someone in Oarc scenario
I joined an Oarc server (no mods) and clicked to join the host's spawn, then desynced.
I was able to reconnect and play.
I was able to reconnect and play.
- Thu Feb 22, 2018 3:05 pm
- Forum: Ideas and Suggestions
- Topic: Increase blueprint label length limit from 45 to 100
- Replies: 3
- Views: 1103
Increase blueprint label length limit from 45 to 100
The new text limit is too prohibitive. I like to add some comments or tips to blueprint names, like expected inputs, output rate, potential flaws/warnings, combinator settings help, credit to people, and other tags to for filtering the blueprint library. Before 0.16 I even had a few empty blueprints...
- Thu Feb 15, 2018 11:12 pm
- Forum: Ideas and Suggestions
- Topic: Grabbing fuel from burner inserters
- Replies: 3
- Views: 1051
Grabbing fuel from burner inserters
It would be useful and not break anything. It might make early game a bit easier but it would allow more intricate designs.
Image is self-explanatory.
Image is self-explanatory.
- Fri Feb 02, 2018 10:07 am
- Forum: Resolved Problems and Bugs
- Topic: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing
- Replies: 68
- Views: 30731
Re: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing
Great! I'm cancelling all of my plans for this week.
It works!!!!! Thank you so much!
⚙ BEST DEVS EVER! ⚙
It works!!!!! Thank you so much!
⚙ BEST DEVS EVER! ⚙
- Wed Jan 31, 2018 4:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing
- Replies: 68
- Views: 30731
- Tue Jan 23, 2018 12:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing
- Replies: 68
- Views: 30731
Re: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing
Alright. Thanks for trying. My two most favorite games have abandoned 10.9 now (first SC2, now Factorio). Oh well, I'm due for an upgrade this year anyway. Guess I'll have to read a good book in the meantime, and Friday Facts!
- Tue Jan 23, 2018 11:01 am
- Forum: Resolved Problems and Bugs
- Topic: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing
- Replies: 68
- Views: 30731
Re: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing
0.16.18: crashing at 89% on loading screen again. Process: factorio [1263] Path: /Applications/factorio.app/Contents/MacOS/factorio Identifier: com.factorio Version: 0.16.18 (0.16.18) Code Type: X86-64 (Native) Parent Process: launchd [161] Responsible: factorio [1263] User ID: 501 Date/Time: 2018-0...
- Mon Jan 22, 2018 9:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing
- Replies: 68
- Views: 30731
Re: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing
Now I get an unexpected error when launching Factorio. Here is the factorio-current.log: 0.000 2018-01-22 21:09:48; Factorio 0.16.17 (build 35127, mac, alpha) 0.000 Operating system: OS X 10.9.5 0.000 Program arguments: "/Applications/factorio.app" 0.000 Error CrashHandler.cpp:419: Receive...
- Wed Jan 10, 2018 5:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing
- Replies: 68
- Views: 30731
Re: [HanziQ][16.0][macOS 10] Crash on start: EXC_CRASH (SIGABRT); DYLD, [0x4] Symbol missing
It gets past the loading screen now but it crashes when I try to load or start a new game. Process: factorio [22295] Path: /Applications/factorio.app/Contents/MacOS/factorio Identifier: com.factorio Version: 0.16.16 (0.16.16) Code Type: X86-64 (Native) Parent Process: launchd [160] Responsible: fact...
- Mon Dec 04, 2017 9:18 am
- Forum: Resolved Problems and Bugs
- Topic: [15.40] Crash on startup: EXC_BREAKPOINT (SIGTRAP), macOS 10.9.5
- Replies: 3
- Views: 2288
[15.40] Crash on startup: EXC_BREAKPOINT (SIGTRAP), macOS 10.9.5
Game quits unexpectedly every time at 98% on the loading screen since I updated 0.15.36 to 0.15.40. No mods installed. factorio-current.log: 0.000 2017-12-04 09:08:52; Factorio 0.15.40 (build 30950, mac, alpha) 0.000 Operating system: Mac OS X 10.9.5 0.000 Program arguments: "/Applications/fact...
- Tue Oct 10, 2017 5:49 pm
- Forum: Duplicates
- Topic: Inserters can remove items from beacons.
- Replies: 5
- Views: 1802
Re: Inserters can remove items from beacons.
This is not a bug. Modules can be removed from beacons just like fuel from boilers or science packs from labs. Although I've never seen anyone do it, you could have a system to switch from speed modules to efficiency modules when power is low. Could be better than shutting down production lines enti...
- Fri Oct 06, 2017 1:18 pm
- Forum: Ideas and Suggestions
- Topic: Small enhancement for train schedule circuit conditions
- Replies: 0
- Views: 578
Small enhancement for train schedule circuit conditions
Nevermind. I changed my mind and I think this is a bad suggestion. Archived for future reference. Hey, devs! I have a very small suggestion, but it may be easy to implement, so please hear me out. It's possible to set a circuit condition like "Everything = 0" or "A = B" in train...
- Thu Oct 05, 2017 4:49 pm
- Forum: Duplicates
- Topic: [0.15.35] Circuit wire connections to existing rail signals
- Replies: 3
- Views: 1373
Re: [0.15.35] Circuit wire connections to existing rail signals
I don't think that's quite the same issue. That's about circuit network settings and it's more of a feature change request. This is about wire connections and behavior that's inconsistent with other entities, so more like an actual bug.Loewchen wrote:51191
- Thu Oct 05, 2017 4:34 pm
- Forum: Duplicates
- Topic: [0.15.35] Circuit wire connections to existing rail signals
- Replies: 3
- Views: 1373
[0.15.35] Circuit wire connections to existing rail signals
Couldn't fit a more precise description in the title. Blueprinted circuit network wire connections are not applied when overlapping with existing rail signals. This is inconsistent with the behavior of power poles and combinators. 1. Place two rail signals after each other. 2. Connect with red or gr...
- Tue Sep 26, 2017 5:38 pm
- Forum: Ideas and Suggestions
- Topic: Custom alert enhancements
- Replies: 0
- Views: 492
Custom alert enhancements
1. There should be an option to show custom alerts (from programmable speakers) as separate buttons, instead of grouped with all other custom alerts. Alerts that have the same icon and text should always be grouped regardless. 2. When there are multiple alerts grouped in one button, it should show t...
- Tue Sep 26, 2017 2:28 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Reactor & Heat Exchanger missing effects
- Replies: 6
- Views: 3266
Nuclear Reactor & Heat Exchanger missing effects
I was standing in my nuclear power plant and noticed that there's no clear way to tell if my heat exchangers were actually working. I have a large steam buffer, and one of my custom alarms warned me that it was running low. In a panic I checked the heat exchangers and saw 1.7 steam in each of them, ...
- Tue Sep 19, 2017 2:36 pm
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 22113
Re: Friday Facts #208 - Tips and tricks improvement
I'm saying that the game has almost all of the useful information in it and that players don't have to rely on external sources. Not at all? It's a summary of what you said. If it doesn't line up with what you meant then you should reword it because that's how it comes across. It is much more your ...
- Tue Sep 19, 2017 8:49 am
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 22113
Re: Friday Facts #208 - Tips and tricks improvement
So to summarize: Don't put useful information in the game. Instead force players to rely on external internet resources. Your summary is %&$#. I'm saying that the game has almost all of the useful information in it and that players don't have to rely on external sources. I'm not saying that the...
- Mon Sep 18, 2017 3:29 pm
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 22113
Re: Friday Facts #208 - Tips and tricks improvement
I think the tips & tricks system is fine. I don't want nagging loading screen or main menu tips. We don't need tutorials for every little thing. A screenshot and one sentence is enough to explain many things. We don't need a full-blown wiki in the game. Just use the wiki we have already. Coming ...