Search found 337 matches

by roy7
Tue Jan 13, 2015 3:23 pm
Forum: Pending
Topic: [0.11.10] [slpwnd] MP game froze
Replies: 9
Views: 10528

Re: [0.11.10] MP game froze at autosave

Yes exactly. However, once we quit out of the game sometimes Factorio will crash for one or the other of us when we try to start playing again. Exiting the program and restarting it always works fine. Loading the save game itself doesn't cause an issue. In the ~3-4 hours I played with my friend the ...
by roy7
Fri Jan 09, 2015 9:28 pm
Forum: News
Topic: Friday Facts #68 - The trains
Replies: 55
Views: 40534

Re: Friday Facts #68 The trains

If it's the only station with the Name "insertnamehere", it will wait in front of the station. If there are other stations with the name "insertnamehere" around, it will calculate trough the wheighting system, whether it's better to go to the next free station or to wait. edit: ...
by roy7
Fri Jan 09, 2015 8:42 pm
Forum: News
Topic: Friday Facts #68 - The trains
Replies: 55
Views: 40534

Re: Friday Facts #68 The trains

If a train stop is blocked and the train decides to go around it, what happens to the train's schedule? Is it still going to that stop and it'll drive around the network until it gets back to it? Or does it skip that stop and go to the next stop in the schedule? Also, since some discussion has been ...
by roy7
Wed Jan 07, 2015 5:51 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.10] [cube] Multiplayer Rolling Desync
Replies: 21
Views: 9153

Re: [0.11.10] Multiplayer Rolling Desync

I think when a desync happens it might create a folder with debugging data in %appdata%/Factorio/? If so, including that and the factorio-current.log files might help the developer locate/fix it, if he can't reproduce the desyncs himself.
by roy7
Tue Jan 06, 2015 11:34 pm
Forum: General discussion
Topic: Reducing savegame size/disabling replays
Replies: 17
Views: 21063

Re: Reducing savegame size/disabling replays

Oh man, if that replay data is only needed for replays and a game could be configured to disable replay, that'd be sweet for multiplayer with lots of players. :)
by roy7
Tue Jan 06, 2015 11:33 pm
Forum: Not a bug
Topic: [0.11.10] Moar inserters bug
Replies: 2
Views: 1660

Re: [0.11.10] Moar inserters bug

Is fast-close-inserter a mod item? You might be able to change the mod to have some different values as discussed here to fix this problem:

https://forums.factorio.com/forum/vie ... =10#p62043
by roy7
Tue Jan 06, 2015 11:16 pm
Forum: Pending
Topic: [0.11.10] [slpwnd] MP game froze
Replies: 9
Views: 10528

[0.11.10] [slpwnd] MP game froze

No autosave was written to the system, host (me) just froze up. Could hit ESC to get to the menu but after waiting a minute I went ahead and used Quit Game. At that moment's my friend's factorio.exe crashed. Log file is attached if that helps at all (log file from me as the host). Edit: Actually, I'...
by roy7
Tue Jan 06, 2015 11:11 pm
Forum: Releases
Topic: Version 0.11.10
Replies: 29
Views: 48567

Re: Version 0.11.10

Continued the MP .8 game we've been doing and first autosave that happened froze the game. We waited a bit, no help, so when I as host hit 'quit game' the other player's client crashed to desktop. I'm looking for any sort of log file I might be able to upload as a full bug report.
by roy7
Tue Jan 06, 2015 6:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.8][kovarex] Train stops with "no path" error
Replies: 14
Views: 13362

Re: [0.11.8][kovarex] Train stops with "no path" error

kovarex wrote:Thank you for the report, I don't need any more info, I know what the problem is and I can reproduce it easily now (when I change locomotives to be super high speed).

I'm working on a solution.
MagLev trains, here we come!
by roy7
Tue Jan 06, 2015 5:57 pm
Forum: Releases
Topic: Version 0.11.10
Replies: 29
Views: 48567

Re: Version 0.11.10

Ekelbatzen wrote:Is he probably referring to this post from the 0.11.9 thread?
Yeah but the release comments/discussions aren't really bug reports per se. It's best to post actual bug reports in the bug report forum for organization/tracking purposes.
by roy7
Tue Jan 06, 2015 1:45 am
Forum: Resolved Problems and Bugs
Topic: [0.11.5] [cube] GLIBC_2.16 problem for ubuntu 12.04
Replies: 24
Views: 11822

Re: [0.11.5] Compiled with GLIBC_2.16 problem for ubuntu 12.

Perhaps he could offer a linux download choice for a statically linked version.
by roy7
Mon Jan 05, 2015 7:40 pm
Forum: General discussion
Topic: (Important) Has the train pathing changed?
Replies: 6
Views: 3630

Re: (Important) Has the train pathing changed?

I think I understand the explanations and issue now. If all paths are red 2 steps away, it just uses the shortest path (or whatever method of choosing a route) and that's why the train is blocking. The end destination is red and some of the intermediate switching tracks are red or green, basically l...
by roy7
Mon Jan 05, 2015 5:07 am
Forum: Resolved Problems and Bugs
Topic: [0.9.8] copying smart inserter settings jams the inserter
Replies: 2
Views: 1076

Re: [0.9.8] copying smart inserter settings jams the inserte

The linked post says resolved, so maybe this post should also be moved out of known issues to resolved.
by roy7
Mon Jan 05, 2015 4:53 am
Forum: Resolved Problems and Bugs
Topic: [0.11.15] [slpwnd] MP saves in wrong location if not host
Replies: 1
Views: 2089

[0.11.15] [slpwnd] MP saves in wrong location if not host

My friend and I have noticed that whenever we save, the non host player saves to a temp directory instead of saves/ by default. You end up needing to navigate up to the saves folder before saving. We are in the habit of both saving the game before quitting for the night which is why we noticed it.
by roy7
Tue Dec 30, 2014 7:54 pm
Forum: Multiplayer
Topic: Can't connect to a 50+ hour game
Replies: 5
Views: 10956

Re: Can't connect to a 50+ hour game

A friend and I have a similar problem in x.8 that it will crash within 10-15 seconds of my joining. Doesn't seem to matter what/where we build, just crashes out to desktop very quickly.

Does uploading the save file actually help with the debugging process? If so we can try to sort out how to do that.
by roy7
Tue Dec 16, 2014 6:56 pm
Forum: Minor issues
Topic: Power production and accumulators
Replies: 1
Views: 4393

Power production and accumulators

My friend disagrees with me that this is a bug, but it drives me up the wall. In a nutshell, if your accumulators are fully charged then your bar line on the power page showing % of available power production being used will be based on your max power production plus the maximum draw from the accumu...
by roy7
Fri Dec 12, 2014 4:28 pm
Forum: Ideas and Suggestions
Topic: Production screen, and save energy setting
Replies: 2
Views: 1189

Production screen, and save energy setting

On the production screen, some sort of collapsed version where a single resource isn't on both sides would be really helpful. That is, show Copper Plate as a single entry with demand/production both next to each other or even on a single line of sorts. Maybe colored green if prod > use or red if pro...

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