Search found 32 matches
- Fri Feb 01, 2019 9:45 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 88195
Re: Friday Facts #280 - Visual Feedback is the king
If waypoints are just train stops, how do you address the penalty for driving through a train stop without having it in schedule? If you keep it as is, all trains without this waypoint would avoid the route. Wouldn't they really just prefer that route less, rather than avoiding it all together? Tra...
- Fri Aug 10, 2018 5:05 pm
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 52187
Re: Friday Facts #255 - Construction tools
I love every bit of this update. Research queue conclusion The LAN party also gave us insight, that the research queue is still valuable in some cases, especially in multiplayer, where I can add the research I need after the current one without cancelling the research of someone else. After some dis...
- Sat Jun 16, 2018 4:59 am
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 141
- Views: 62169
Re: Friday Facts #247 - Pricing and its exploits
I think the fact that we are seeing other real takes on the "lets build a factory" game is probably one of the best signs you will ever see that you got it right. As a developer, it means you now are not subject to a vacuum within your games space. Others will be trying different ideas, an...
- Mon Jan 22, 2018 11:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.17] Priority splitter can stop unblocked lane
- Replies: 13
- Views: 7382
Re: [16.17] Priority splitter can stop unblocked lane
I can reproduce this on blue belts without destroying anything, so I don't think it's that. I can create a loop on one side, and a stub on the other to test and the loop will often go once around before reaching it's error state.
- Mon Jan 22, 2018 11:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.17] game does not start on Linux (library/.so issue)
- Replies: 11
- Views: 6640
Re: [0.16.17] game does not start on Linux (library/.so issue)
Same thing here on Debian.
Code: Select all
factorio@factorioServer:~/Apps/Factorio/factorio_16_17/bin/x64$ uname -a
Linux factorioServer 4.9.0-4-amd64 #1 SMP Debian 4.9.65-3+deb9u1 (2017-12-23) x86_64 GNU/Linux
- Sun Dec 31, 2017 6:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.11] Requester Chests don't request items
- Replies: 2
- Views: 849
Re: [kovarex] [0.16.11] Requester Chests don't request items
Can I just say, it is AMAZING getting to see the turn around time that you guys provide for this game. You really do give indie developers a good name!
Thank you all so much for your support this holiday season, and happy new year!
Thank you all so much for your support this holiday season, and happy new year!
- Sun Dec 31, 2017 1:07 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.11] Requester Chests don't request items
- Replies: 2
- Views: 849
[kovarex] [0.16.11] Requester Chests don't request items
Steps for reproduction in 0.16.11: Create requester chest outside of a logistics network Set the filter to some item (doesn't seem to matter) Place a robot port covering the requester chest, as well as some chest to provide it (Passive/Active/Storage all tested) Drones will not service the Requester...
- Fri Apr 07, 2017 9:24 pm
- Forum: Mods
- Topic: [MOD 0.14.x] UPS-up
- Replies: 41
- Views: 22763
Re: [MOD 0.14.x] UPS-up
We installed ups to server and players,but players cant used it.UPS icon disabled for us. There is a setting called "Only admins may configure UPS-up options", if this is enabled then the UPS-up icon is disabled/invisible for the clients. The host can promote clients to admin so that they...
- Mon Aug 22, 2016 11:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] [Martin] Train stops at a yellow signal, and doesn't restart
- Replies: 21
- Views: 10052
Re: [0.13.6] [Martin] Train stops at a yellow signal, and doesn't restart
I can confirm that this bug still exists alive and well as of 13.17. I've noticed that once it happens, the SAME signal will continue to cause issues until I remove it. Puling it and putting it back down does not clear this repeating failure state.
- Mon Jul 04, 2016 4:52 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 571
- Views: 292286
Re: Thank you (Make the dev-team happy today!)
Tried the new multiplayer matching system today. To put it simply, it just worked. Hosted game, told someone the name, they were in and playing with me in seconds. I know not the number of hours that went into the design, implementation, testing and fixing of this feature, but it was WORTH it to me ...
- Tue Feb 09, 2016 11:55 pm
- Forum: Modding help
- Topic: Export all loaded recipes
- Replies: 3
- Views: 7283
Re: Export all loaded recipes
Little bit of hunting, fixing and forking and ended up with https://github.com/jmurrayufo/factorio/ ... mp_recipes.
Works like a charm in 12.22, and i'll be updating that github with my final result of re-balance scripts.
Works like a charm in 12.22, and i'll be updating that github with my final result of re-balance scripts.
- Tue Feb 09, 2016 12:38 am
- Forum: Modding help
- Topic: Export all loaded recipes
- Replies: 3
- Views: 7283
Export all loaded recipes
Is there an easy means to allow a set of mods to finish loading, and then export the resulting full list of recipes?
I am attempting to create a Marathon style mod pack for a collection of mods, and discovering each recipe on its own is a rather tedious process. Recommendations?
I am attempting to create a Marathon style mod pack for a collection of mods, and discovering each recipe on its own is a rather tedious process. Recommendations?