Search found 1641 matches
- Tue Jan 23, 2018 3:18 am
- Forum: Ideas and Suggestions
- Topic: For smart-ish trains: how about a "repathing chain signal"
- Replies: 3
- Views: 1248
Re: For smart-ish trains: how about a "repathing chain signal"
I believe that behaviour has changed in 0.16.17. See aaargha's post viewtopic.php?f=29&t=51341&p=337101#p337099 .
- Tue Jan 23, 2018 3:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.16] Linux 'There is no package core in /usr/share/...'
- Replies: 12
- Views: 9796
Re: [0.16.16] Linux 'There is no package core in /usr/share/...'
I think this or the fix for it also broke NixOS. Due to it's immutable structure, it runs steam games in what basically amounts to a chroot with only a more or less complete environment. I will try the exec-path thingy. THere are a few linux related crashes do to in 0.16.17. There is a fair chance ...
- Tue Jan 23, 2018 2:34 am
- Forum: Resolved Problems and Bugs
- Topic: [16.17][mac] Crashes after update right on start MR
- Replies: 18
- Views: 10683
Re: [16.17][mac] Crashes after update right on start
SIGILL is an illegal instruction (for your cpu, some macs seem to be able to run 0.16.17). Likely the only way to fix it before the devs issue a new patch is to revert to 0.16.16
- Tue Jan 23, 2018 1:33 am
- Forum: Duplicates
- Topic: [0.16.17] Game crashes on startup - Mac, Steam
- Replies: 1
- Views: 969
Re: [0.16.17] Game crashes on startup - Mac, Steam
Looks like a duplicate of viewtopic.php?f=7&t=56929 .
- Mon Jan 22, 2018 11:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
- Replies: 15
- Views: 9915
Re: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
Nice. Does that mean you'll endup retesting a ton of intersections?
- Mon Jan 22, 2018 11:26 pm
- Forum: Technical Help
- Topic: Mac Factorio Startup
- Replies: 1
- Views: 550
Re: Mac Factorio Startup
Looks like a duplicate of viewtopic.php?f=7&t=56929 .
- Mon Jan 22, 2018 10:03 pm
- Forum: Won't fix.
- Topic: [0.16.17] Map Exchange string does not produce same map
- Replies: 10
- Views: 2758
Re: [0.16.17] Map Exchange string does not produce same map
I know. The map generation changed between versions, so you cannot generate a map in 0.16 that is identical to a map from 0.15. But I've saved the map in 0.16 to regenerate the string in 0.16 format? If that isn't going to work, then I'd suggest that the game IS bugged in the sense that it should n...
- Mon Jan 22, 2018 9:10 pm
- Forum: Won't fix.
- Topic: Updating mods deletes the wrong old version
- Replies: 3
- Views: 1551
Re: Updating mods deletes the wrong old version
That reminds me of this thread viewtopic.php?f=49&t=56333 .
Maybe the best fix would be to only updated zipped mods, and ignore unzipped folders ?
Maybe the best fix would be to only updated zipped mods, and ignore unzipped folders ?
- Mon Jan 22, 2018 9:04 pm
- Forum: General discussion
- Topic: Belts vs Bots - A response to FFF #224
- Replies: 98
- Views: 46575
Re: Belts vs Bots - A response to the latest FFF
you're making an hyperbole. No, it isn't. The whole point is resource management... Factorio is a resource management game. Saying resource costs doesn't matter is saying the whole point of the game doesn't matter. Tell me how Factorio isn't a resource management game... Well different people get d...
- Mon Jan 22, 2018 7:40 pm
- Forum: Duplicates
- Topic: [0.16.16] Inside lane on belt stopping when adding splitter.
- Replies: 4
- Views: 1791
Re: [0.16.16] Inside lane on belt stopping when adding splitter.
Don't let the belts back up. Belts in a loop like that will stop if they get completely full.
- Mon Jan 22, 2018 1:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.0] Sideloading works completely different now
- Replies: 116
- Views: 60024
Re: [0.16.0] Sideloading works completely different now
I want to mention something that I think is related to this problem: When you have a compressed yellow belt becoming a red belt then, since red belts are twice the speed, there should be enough space between items to fit another item. But neither side loading or inserters can reliably place items i...
- Sun Jan 21, 2018 9:49 am
- Forum: Releases
- Topic: Version 0.15.7
- Replies: 72
- Views: 49078
Re: Version 0.15.7
/c game.difficulty_settings.technology_price_multiplier = 1 I'd like to see it also being reverted. Thinking about it, it seemed more natural to have the multiplier not affecting infinite research... Well depending on the tech multiplier, doing that could mean that the first infinite research could...
- Sun Jan 21, 2018 2:58 am
- Forum: Not a bug
- Topic: Rocket launches even when output slot is full
- Replies: 37
- Views: 19652
Re: Rocket launches even when output slot is full
It occurred to me that one fix that retains the need for players to use circuits to manage satellite launches, is to spill the excess science packs over the ground. That way science isn't destroyed, and players will notice, and need to clean up. (The other alternative is a console message, everytime...
- Sat Jan 20, 2018 8:57 pm
- Forum: Technical Help
- Topic: mod portal unable to log in or reset pw
- Replies: 1
- Views: 763
Re: mod portal unable to log in or reset pw
I'm pretty sure it uses your Factorio.com account (not the forum account, but factorio.com), and that you can reset your password there.
- Sat Jan 20, 2018 6:26 pm
- Forum: Won't fix.
- Topic: [16.16] Lab speed bonus multiplies with module bonuses instead of adding to it
- Replies: 7
- Views: 3471
Re: [0.16.16] 2245% Lab speed
Pretty sure those numbers are right and expected. Starting with the normal lab. Speed (1 - 2 x 0.15) x (1 + 2.5) = 0.7 x 3.5 = 2.45 = +145% The - 2 x 0.15 comes from the 2 productivity lvl 3 modules. The + 2.5 comes from +250% lab research speed bonus. For the beaconed lab the calculation is (1 - 2 ...
- Sat Jan 20, 2018 5:45 pm
- Forum: Gameplay Help
- Topic: Blueprints disappear into the ether
- Replies: 5
- Views: 3005
Re: Blueprints disappear into the ether
Game version? Mods? In particular did you remove or update any mods around the time the blueprints disappeared?
Blueprints are stored in blueprint.dat. I think only the blueprints that are actually in your inventory/toolbar/chests are stored as part of the savegame.
Blueprints are stored in blueprint.dat. I think only the blueprints that are actually in your inventory/toolbar/chests are stored as part of the savegame.
- Sat Jan 20, 2018 1:56 am
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 41906
Re: Friday Facts #226 - New mod portal & other news
I'm pretty sure Twinsen spilled out about mod portal already in 'interview' stream with Xtreminator and co. He also spilled out that this FFF was supposed to be third part of belts vs. bots. Yet it's not. Someone is lying or at least manipulating. Or as they said in this FFF, they may have decided ...
- Sat Jan 20, 2018 1:41 am
- Forum: Ideas and Suggestions
- Topic: Accumulator charge % in Electric network info
- Replies: 7
- Views: 3640
Re: Accumulator charge % in Electric network info
+1 for a basic accumulator graph somewhere.
- Fri Jan 19, 2018 2:12 pm
- Forum: Not a bug
- Topic: [0.16.16] No impact damage from cliffs
- Replies: 2
- Views: 860
Re: [0.16.16] No impact damage from cliffs
Based on Rseding's comment in viewtopic.php?f=6&t=55997&p=329557, I'd say not a bug.
- Fri Jan 19, 2018 3:12 am
- Forum: Technical Help
- Topic: Save compression
- Replies: 4
- Views: 2023
Re: Save compression
The option seems to exist in the config files for 0.16.16, but not in 0.15. I seem to remember a recent thread where Rseding mentioned adding it, so it probably won't work on older versions.