Search found 108 matches

by Kirk
Thu Mar 03, 2016 6:24 am
Forum: Resolved Problems and Bugs
Topic: [0.12.24] [pending] Steam troubles when starting dedicated server
Replies: 5
Views: 4432

Re: [0.12.24] [pending] Steam troubles when starting dedicated server

My apologies. There was no log file since Factorio never starts.
by Kirk
Fri Feb 26, 2016 2:39 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.24] [pending] Steam troubles when starting dedicated server
Replies: 5
Views: 4432

[0.12.24] [pending] Steam troubles when starting dedicated server

When starting a dedicated server from the command line (or BAT file) in Windows, the attached window is shown. In Task Manager I can see it is called "Allow game to launch" and has a Steam icon, so I presume it's the Steam protection doing it's job. However, the window itself is see-throug...
by Kirk
Wed Feb 10, 2016 9:38 pm
Forum: Won't fix.
Topic: [0.12.22] Issues with shortcuts in a multi-user environment
Replies: 2
Views: 5395

Re: [0.12.22] Issues with shortcuts in a multi-user environment

I think you can use %AppData% instead of C:\Users\username\AppData\Roaming directly in the shortcut to make use of Windows figuring it out for you.
by Kirk
Wed Feb 10, 2016 9:32 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.20] [kovarex] Desync in Multiplayer w/ headl. Server w/o mods.
Replies: 17
Views: 36900

Re: [0.12.20] [kovarex] Desync in Multiplayer w/ headl. Server w/o mods.

Indeed, now that you mention it, we were missing the loading bar as well.
by Kirk
Wed Feb 10, 2016 5:27 pm
Forum: Won't fix.
Topic: [0.12.22] Issues with shortcuts in a multi-user environment
Replies: 2
Views: 5395

[0.12.22] Issues with shortcuts in a multi-user environment

Sometimes we play at work, and it's a networked multi-user Windows setup. Generally this works, but the other day, while trying to delete some outdated mods, we ran into this: - The shortcuts refer to non-existing folders (for example the mod folder). This is because the actual mod folder is located...
by Kirk
Wed Feb 10, 2016 3:12 am
Forum: Not a bug
Topic: [0.12.21] Construction robot hanging around
Replies: 5
Views: 16093

Re: [0.12.21] Construction robot hanging around

Just have it place it regardless of the missing ghost, unless the player specifically deleted the ghost.
by Kirk
Mon Feb 08, 2016 2:03 am
Forum: Not a bug
Topic: [0.12.22] 10 clips of pistol ammo don't destroy a rock
Replies: 3
Views: 10946

Re: [0.12.22] 10 clips of pistol ammo don't destroy a rock

I suspected so XD

But what causes it?
by Kirk
Sat Feb 06, 2016 11:51 pm
Forum: Not a bug
Topic: [0.12.22] 10 clips of pistol ammo don't destroy a rock
Replies: 3
Views: 10946

[0.12.22] 10 clips of pistol ammo don't destroy a rock

When you start, you get a pistol and 10 clips of ammunition. When you fully unload your pistol on a rock, the rock remains with 1 HP. This seems odd since every pistol shot appears to do 2 damage, except for the last one, which appears to do 1 damage. Maybe this is a rounding/accuracy issue? I suppo...
by Kirk
Sun Jan 31, 2016 12:05 am
Forum: Pending
Topic: [0.12.3] [pending] Opening placed entities speeds up their sound
Replies: 5
Views: 12214

Re: [0.12.3] [pending] Opening placed entities speeds up their sound

Ok, so I had it again. I created a save game but loading it doesn't reproduce the issue. I also noticed that, once it happens, it applies to all assemblers and miners anywhere.
by Kirk
Mon Jan 25, 2016 4:29 am
Forum: Resolved Problems and Bugs
Topic: [0.12.22] [cube] Saving a game doesn't make save game current
Replies: 5
Views: 14413

[0.12.22] [cube] Saving a game doesn't make save game current

When you load a game it knows you wish to save as that game the next time you open the save game dialog (it preselects the save game). But when you save a game, it doesn't. This is especially noticeable when you load an autosave. Factorio will always assume you wish to save as that autosave, even if...
by Kirk
Wed Jan 13, 2016 11:28 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.20]Explosive cannon shells recipe inconsistency
Replies: 4
Views: 11183

Re: [0.12.20]Explosive cannon shells recipe inconsistency

If they don't track their targets they probably qualify as RPGs (rocket-propelled grenades).
by Kirk
Sun Nov 15, 2015 3:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.16] [kovarex] Train stuck (Edited to reflect correct version)
Replies: 4
Views: 7081

Re: [0.12.6] Train stuck

My apologies, I was in a hurry and have misremembered the version number. It is, of course, 0.12.16. I probably wouldn't bother posting a 0.12.6 bug without trying it in the latest version first. I'll edit it now (if possible).

I cannot currently test this save in 0.12.17.
by Kirk
Sun Nov 15, 2015 3:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.17] [pending] Tech Icon - Optics corrupt in game
Replies: 9
Views: 16436

Re: [0.12.17] Tech Icon - Optics corrupt in game

Try deleting your crop-cache.dat file, see if that helps. It's in the Factorio user folder.
by Kirk
Fri Nov 13, 2015 3:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.16] [kovarex] Train stuck (Edited to reflect correct version)
Replies: 4
Views: 7081

Re: [0.12.6] Train stuck

Of course, the name of the save is not meant to discredit the great work done by the other developers, I just had to name it something that would stand out when I was saving it. As evidenced that didn't help, I still forgot about it XD
by Kirk
Fri Nov 13, 2015 3:28 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.16] [kovarex] Train stuck (Edited to reflect correct version)
Replies: 4
Views: 7081

[0.12.16] [kovarex] Train stuck (Edited to reflect correct version)

Hi, while looking for a save to run on our multiplayer server, I discovered I had saved a specific save for a problem I ran into during 0.12.16, but I forgot to post it. So I have attached it now. Because of this I have no log. I'm sorry. The train directly above the player is no longer doing anythi...
by Kirk
Fri Sep 04, 2015 9:12 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.2] Minor transport belt graphic issue
Replies: 7
Views: 4566

Re: [0.12.2] Minor transport belt graphic issue

I'm still getting it :/

See the attached screenshot. This was on a high zoom, by the way.

I've had in the past as well, even though I've never had multisampling on as far as I can remember (my videocard doesn't like doing AA anymore).
by Kirk
Thu Aug 13, 2015 1:16 pm
Forum: Pending
Topic: [0.12.3] [pending] Opening placed entities speeds up their sound
Replies: 5
Views: 12214

[0.12.3] [pending] Opening placed entities speeds up their sound

Something I encounter at times (but not always...) when opening an entity like an assembler or a miner is that the "running sound" is played at double (or higher?) speed. You hear the running sound but at a higher frequency. Interestingly, once this happens, it continues to happen if you c...
by Kirk
Thu Aug 13, 2015 1:08 pm
Forum: Pending
Topic: Personal construction robots replace blueprint on toolbar
Replies: 3
Views: 4065

Re: Personal construction robots replace blueprint on toolbar

I'll keep an eye out. I have it sometimes, but I never realize I had until I find construction bots on the toolbar instead of the blueprint :P

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