Search found 36 matches
- Sat Mar 02, 2019 6:08 am
- Forum: 1 / 0 magic
- Topic: [0.17.4] [Linux] corrupted size vs. prev_size on first start
- Replies: 4
- Views: 1587
[0.17.4] [Linux] corrupted size vs. prev_size on first start
I downloaded and extracted the full 0.17.4 tarball, copied over my config and saves into the new structure, then tried to start the game. The first time I tried to start the game I got the following error: 0.000 2019-03-02 06:58:24; Factorio 0.17.4 (build 43174, linux64, alpha) 0.035 Operating syste...
- Wed Feb 27, 2019 8:01 am
- Forum: Not a bug
- Topic: Mangled graphics in the various menues
- Replies: 6
- Views: 2065
Re: Mangled graphics in the various menues
Those are intended decorations on the GUI.
- Wed Feb 27, 2019 7:28 am
- Forum: Won't fix.
- Topic: [0.17.0] Error when updating to 0.17.1
- Replies: 13
- Views: 5631
Re: [0.17.0] Error when updating to 0.17.1
@Hexalan : There is a separate bug report for the bad_alloc on Linux: viewtopic.php?f=7&t=65264
- Wed Feb 27, 2019 7:18 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17] [linux] Update to 0.17.1 std::bad_alloc
- Replies: 9
- Views: 4660
Re: [0.17] [linux] Update to 0.17.1 std::bad_alloc
Same here. Latest updates on Ubuntu 18.04 trying to update from 0.17.0 to 0.17.1 always crashes. If I click "Update now" on the popup on startup I get std::bad_alloc. If I select "Ask me later" then go to "About" -> "Check updates" and "Update now" I...
- Tue Feb 26, 2019 5:46 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 246905
Re: Version 0.17.0
Linux tarball link looks still broken $ wget -v --header "Cookie: __cfduid=<snip>; session=<snip>" https://www.factorio.com/get-download/0.17.0/alpha/linux64 --2019-02-26 18:41:06-- https://www.factorio.com/get-download/0.17.0/alpha/linux64 Resolving www.factorio.com (www.factorio.com)... ...
- Tue Jan 01, 2019 7:56 pm
- Forum: Not a bug
- Topic: [0.16.51] Idle logistic robots vanish inside roboport (modded)
- Replies: 3
- Views: 1203
Re: [0.16.51] Idle logistic robots vanish inside roboport (modded)
Oh lol! I should totally get some sleep. Thanks
- Tue Jan 01, 2019 7:40 pm
- Forum: Not a bug
- Topic: [0.16.51] Idle logistic robots vanish inside roboport (modded)
- Replies: 3
- Views: 1203
[0.16.51] Idle logistic robots vanish inside roboport (modded)
When I insert a logistic robot into a roboport in a tiny network (of only one roboport), it vanishes if it is idle. Happens every time on that save game in that roboport. What is even more surprising, is that when I connect that single roboport into the main logistic network, the effect persists - a...
- Sat Dec 15, 2018 12:14 pm
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 33291
Re: Friday Facts #273 - Cutscene controller & Localisation plan
I would like to second the opinions to make cutscenes optional and/or skippable. The presented clip does make me feel uncomfortable. All required information (objectives/requirements/target location) should have already been presented in other means anyway (text, markers on map, arrow on edge of the...
- Thu Sep 27, 2018 5:32 am
- Forum: General discussion
- Topic: Complete the game in 8 hours achievement - time for a change?
- Replies: 16
- Views: 21420
Re: Complete the game in 8 hours achievement - time for a change?
Spoon isn't twitchy, at least in my opinion it isn't. 8 hours is more than enough time to execute any build you have planned (and perhaps practiced) earlier. It might not be enough if you're going in blind, but the expectation of having a plan fits Factorio reasonably well. Plus it is 8 hours in-gam...
- Wed Sep 26, 2018 6:32 pm
- Forum: General discussion
- Topic: Complete the game in 8 hours achievement - time for a change?
- Replies: 16
- Views: 21420
Re: Complete the game in 8 hours achievement - time for a change?
I think the 8 hours achievement is great, and if anything, harder achievements should be added! Achievements should require some effort, not be given out automatically just for having the game installed. I had about ~500 hours in Factorio before I decided to finally sit down and do all the achieveme...
- Sat May 19, 2018 7:24 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 60134
Re: Friday Facts #243 - New GUI tileset
I really like the UI mockup! It looks great! Hover and Press color could be more distinct. IMO that's not too big of an issue, given that the major difference is that *you're pressing on it*. Having a subtle indication that your press was accepted is nice, and you don't want to change it so much to ...
- Wed Apr 04, 2018 5:19 am
- Forum: Technical Help
- Topic: How to show game time in a replay?
- Replies: 0
- Views: 681
How to show game time in a replay?
I have been trying to learn to speedrun Factorio recently, and I have the save game with replay data. I am on Factorio 0.16.36 on Linux. When playing the replay I do not seem to be able to enter debug mode nor open the console, and I do not see the game time displayed anywhere. I did not use any mod...
- Tue Jan 23, 2018 6:37 am
- Forum: Resolved Problems and Bugs
- Topic: [16.17][linux] libpng warning: "Application built with libpng-1.2.50 but running with 1.6.30"
- Replies: 10
- Views: 7529
Re: [16.17][linux] libpng warning: "Application built with libpng-1.2.50 but running with 1.6.30"
Same here. Ubuntu 17.10. Game doesn't start. Can't play Factorio :( Please fix... /opt/factorio $ ./bin/x64/factorio 0.000 2018-01-23 07:08:46; Factorio 0.16.17 (build 35127, linux64, alpha) 0.030 Operating system: Linux (Ubuntu 17.10) 0.030 Program arguments: "./bin/x64/factorio" 0.030 Re...
- Mon Dec 18, 2017 10:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.4]Broken map gen at x -22000
- Replies: 6
- Views: 6954
Re: [0.16.4]Broken map gen at x -22000
I can reproduce the problem, but much earlier. Both freeplay and sandbox. At x <= -10'000 the map generator blows up with sharp vertical edges and artifacts. Explored a sandbox map from -12'000 to +12'000 in both axes: x <= -10'000 -> clearly visible artifacts x >= +10'000 -> looks fine (tested up t...
- Sun Nov 13, 2016 9:02 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Limited Water Supply
- Replies: 2
- Views: 1219
Re: [Idea] Limited Water Supply
Awesome! Thanks for the link!
- Sat Nov 12, 2016 11:46 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Limited Water Supply
- Replies: 2
- Views: 1219
[Idea] Limited Water Supply
Hi! I woke up this morning asking myself this question: Why is water supply unlimited? Water should run out, just like everything else. Wouldn't it be cool if it did? It would add to the challenge! - You would have to search for new sources of water, just like for the other resources - Water would n...