Search found 1640 matches
- Thu Jul 06, 2017 6:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)
- Replies: 22
- Views: 13298
Re: [Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)
Personally I consider disabling stations whilst trains are en-route to them to be a case of shooting yourself in the foot. If that is causing you problems then don't disable stations whilst trains are en-route.
- Thu Jun 22, 2017 8:07 am
- Forum: Multiplayer
- Topic: Server status?
- Replies: 1
- Views: 1318
Re: Server status?
Version? Modlist?
Seriously it's impossible to tell what is wrong without more information, but one possible cause is that not all mods are safe to use in multiplayer, so maybe try a pure vanilla game just to check stability.
Seriously it's impossible to tell what is wrong without more information, but one possible cause is that not all mods are safe to use in multiplayer, so maybe try a pure vanilla game just to check stability.
- Thu Jun 01, 2017 7:57 pm
- Forum: Gameplay Help
- Topic: My trains keep trying to loop...
- Replies: 17
- Views: 6505
Re: My trains keep trying to loop...
@Distelzombie: What you quoted doesn't make sense to me. Note that because of the chain signals on the entrance to the roundabouts, the train should not have entered unless it had reserved it's route through the roundabout. Hence if what you quoted is correct, then for it to be stopped where it is, ...
- Thu Jun 01, 2017 5:43 pm
- Forum: Gameplay Help
- Topic: My trains keep trying to loop...
- Replies: 17
- Views: 6505
Re: My trains keep trying to loop...
To me the interesting thing is why are they trying to loop?
- Mon May 29, 2017 6:28 pm
- Forum: Technical Help
- Topic: (0.15.16) Rocket silo research is not available
- Replies: 16
- Views: 6681
Re: (0.15.16) Rocket silo science not available
Hi
That looks like a modded game. Please list what mods you are using. I suspect it is a bug in one of them.
Also it might be worth seeing if any of those mods have updated version available.
That looks like a modded game. Please list what mods you are using. I suspect it is a bug in one of them.
Also it might be worth seeing if any of those mods have updated version available.
- Fri May 26, 2017 10:21 pm
- Forum: 1 / 0 magic
- Topic: [0.15.15] FPS drops // nvidia releated?
- Replies: 9
- Views: 4387
Re: [0.15.15] FPS drops // nvidia releated?
From previous experience in 0.14, the game is playable pretty much right up to 16ms. Over 16.6, it isn't (at least not at 60 ups). It could be as simple as some part of your factory that was idle has suddenly started working. eg a mining outpost has suddenly started mining because a train has picked...
- Fri May 26, 2017 10:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.22] [Dominik] Train block its own path with chain signals
- Replies: 37
- Views: 48235
Re: [0.12.22] [Hanziq] Train block its own path with chain signals
Save game/screenshot ?
With proper signalling that shouldn't happen.
With proper signalling that shouldn't happen.
- Fri May 26, 2017 9:55 pm
- Forum: 1 / 0 magic
- Topic: [0.15.15] FPS drops // nvidia releated?
- Replies: 9
- Views: 4387
Re: [0.15.15] FPS drops // nvidia releated?
The screenshot you posted shows your problem. The key figure is the game update is over 16.6ms. That means your cpu is unable to keep up with 60 updates per second. That is why you are 400 jumps behind. In an effort to help catch up, Factorio is dropping frames and is only rendering about every tent...
- Fri May 26, 2017 4:03 pm
- Forum: News
- Topic: Friday Facts #192 - One million
- Replies: 71
- Views: 36328
Re: Friday Facts #192 - One million
Gratz on 1 million copies.
- Fri May 26, 2017 1:16 pm
- Forum: General discussion
- Topic: What's the point of logistics before requester chests?
- Replies: 5
- Views: 15010
Re: What's the point of logistics before requester chests?
Personally I like having bots delivering player logistics requests early. Also construction bots can also use stuff in provider chests, so construction bots with roboports is also possible with just red + green science. Not a lot of point having blueprints early if you couldn't use construction bots...
- Fri May 26, 2017 1:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.22] [Dominik] Train block its own path with chain signals
- Replies: 37
- Views: 48235
Re: [0.12.22] [Hanziq] Train block its own path with chain signals
Personally I'm not sure that this needs fixing (although the suggestion of allowing trains to collide with themselves could be amusing). Pretty much every example in this thread could be solved by better track layout/design and/or better signaling. eg take warlordship's example. Warlordship:The iron...
- Fri May 26, 2017 10:56 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 146982
Re: Friday Facts #191 - Gui improvements
Hi I'm also in favour of most of the changes mentioned in the FF. However I think that all your weapons and their ammo should be visible all the time, or at least during combat/until 20-30 sec after combat. I'm also moving to having more and more blueprints directly on my toolbar. (I don't find the ...
- Thu May 25, 2017 1:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.12] [kovarex] Huge FPS drop when low on power late game
- Replies: 5
- Views: 1998
Re: []0.15.12 Huge FPS when low on power late game
I saw something similar with 0.14. I suspect that your cpu is only just able to keep up with the server when everything is running normally. Then when power drops from green to yellow, and all those beacons (and everything else) are suddenly only partially powered, meaning you cpu has to do more wor...
- Thu May 25, 2017 1:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Power poles show available power even when not connected.
- Replies: 4
- Views: 3391
- Thu May 25, 2017 11:19 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Power poles show available power even when not connected.
- Replies: 4
- Views: 3391
[kovarex] Power poles show available power even when not connected.
Hi Factorio 0.15.13, (Steam version on Win 10), no mods. If I place a power pole that is too far from another pole to connect, and then mouse over the pole, the electric power available Bar shows a full green bar. This falsely gives the impression that it is connected to the power network. I expecte...
- Thu May 25, 2017 10:42 am
- Forum: Resolved Problems and Bugs
- Topic: Spaces in Direct Connect prevent successful connection
- Replies: 5
- Views: 3065
Re: Spaces in Direct Connect prevent successful connection
In 0.14 I think I have also once had problems connecting to a server that were caused by a trailing space after the port number when trying to connect to a server on a non-standard port. ( I think had inadvertently included a trailing space when copying the server address from a web page and then pa...
- Mon Apr 24, 2017 5:04 pm
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 138459
Re: Version 0.15.0
Manual zip download started fine for me, so not everyone is having problems.
- Sat Apr 08, 2017 4:28 am
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 68245
Re: Friday Facts #183 - Aiming for the release date
About many spaces in inventory - agreed. But on the other hand if it's just due to trash slots and and if you be able to place ghosts by choosing building in crafting menu instead of inventory - would you still need so many things to carry? At times I build a lot of stuff out of my personal robopor...
- Sat Mar 25, 2017 3:29 pm
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 68245
Re: Friday Facts #183 - Aiming for the release date
Firstly I'm sad to see that you are now only planning two version of recipes. I understand why you don't want a simplified version, but you could do a normal (equal to what we have now/what you have planned for 0.15), intermediate (a small step up) and an advanced/'complex' version of recipes. I'd l...
- Sat Mar 11, 2017 3:22 am
- Forum: News
- Topic: Friday Facts #181 - Calm before the storm
- Replies: 77
- Views: 37587
Re: Friday Facts #181 - Calm before the storm
Ok. Three points and a proposed solution I'd like to cover. 1. De-activating sold keys If you start de-activating press keys that have been sold then some of the players that are affected are going to complain and rant on online forums without realising or understanding why the key they had brought ...