Search found 69 matches
- Thu Sep 17, 2015 5:38 pm
- Forum: Implemented Suggestions
- Topic: Automatic trash slots.
- Replies: 7
- Views: 18798
Set Filter on Logistic Trash slots
Merged with already existing suggestion. -- daniel34 Basically, allow by clicking on a currently empty (character) logistic trash slot, to select an item to be filtered. Or middle mouse click on a item-having trash slot, to set that item (similar to hotbar). Any items arriving in the inventory, wou...
- Thu Sep 17, 2015 12:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [12.8][posila]Using too much CPU/GPU for Idling in Main Menu
- Replies: 7
- Views: 7150
Re: [12.8] Using too much CPU / GPU for Idling in Main Menu
This is because you have V-sync turned off. Ingame FPS is limited by updates as there is no point in rendering same image more than once. But menu has no FPS limit. It is probably time we look at it :) Ah, I see. Well I have everything limited to 60 fps in driver, so that explains why it doesn't af...
- Thu Sep 17, 2015 2:23 am
- Forum: Resolved Problems and Bugs
- Topic: [12.8][posila]Using too much CPU/GPU for Idling in Main Menu
- Replies: 7
- Views: 7150
Re: [12.8] Using too much CPU / GPU for Idling in Main Menu
Just updated to 0.12.8
Some numbers from my machine:
(in main menu)
Factorio.exe 1% CPU 0% GPU
OS:Windows 7 64Bit
60 FPS says Fraps
CPU: AMD FX-8350
GPU: AMD R9 290X
Seems fine?
Some numbers from my machine:
(in main menu)
Factorio.exe 1% CPU 0% GPU
OS:Windows 7 64Bit
60 FPS says Fraps
CPU: AMD FX-8350
GPU: AMD R9 290X
Seems fine?
- Thu Sep 17, 2015 2:00 am
- Forum: Resource Spawner Overhaul
- Topic: Bug reports
- Replies: 125
- Views: 51822
Re: Bug reports
Got a crash on line 571 control.lua in 1.4.0. Something about luatile invalid. I wrote up a proper bug report with screenshot and savegame and stuff, then on posting the forum gave me a 500 internal error and now can't be bothered to redo all that.
- Tue Sep 15, 2015 7:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.7] [kovarex] Desync on headless ubuntu server
- Replies: 7
- Views: 4619
Re: [0.12.7] [kovarex] Desync on headless ubuntu server
Will that be fixed short term?
- Tue Sep 15, 2015 6:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.7] [kovarex] Desync on headless ubuntu server
- Replies: 7
- Views: 4619
Re: [0.12.7] [kovarex] Desync on headless ubuntu server
That is definitely happening. Yuoki items have been reshuffling a lot. But when playing windows<->windows it's fine, so we never cared much.
- Tue Sep 15, 2015 4:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.7] [kovarex] Desync on headless ubuntu server
- Replies: 7
- Views: 4619
Re: [0.12.7] [kovarex] Desync on headless ubuntu server
Some further testing revealed the problem to be with my (Berserker55/fabian)'s inventory. As soon as a drone inserts something into it, or an item is put to or from the hotbar, the desync occurs. Edit: after putting all things yuoki into a chest, then using that save on the server, it seems to work ...
- Mon Sep 14, 2015 4:09 pm
- Forum: Pending
- Topic: Won't start
- Replies: 2
- Views: 4713
Re: Won't start
I had that once after a fresh graphics driver install. Restarting the computer solved it for me.
It will keep flashing for a while, about a minute or so, then in the log it says something like "can't find working display resolution"
It will keep flashing for a while, about a minute or so, then in the log it says something like "can't find working display resolution"
- Fri Sep 11, 2015 2:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.6] Desyncs since switching to headless server.
- Replies: 4
- Views: 2827
Re: [0.12.6] Desyncs since switching to headless server.
Revived in https://forums.factorio.com/forum/vie ... =7&t=16041
As the desync was not fixed with the above mentioned updates.
As the desync was not fixed with the above mentioned updates.
- Thu Sep 10, 2015 2:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.7] [kovarex] Desync on headless ubuntu server
- Replies: 7
- Views: 4619
[0.12.7] [kovarex] Desync on headless ubuntu server
Continuation of https://forums.factorio.com/forum/viewtopic.php?f=11&t=16028 as it was not fixed with 0.12.7 Same deal, desync within a random range of seconds. updated evogui and yuoki since then, no go. Also still downloading at about 15 kb/s. Mods: https://www.dropbox.com/sh/3oetqj0q2diky97/A...
- Thu Sep 10, 2015 1:43 pm
- Forum: Releases
- Topic: Version 0.12.7
- Replies: 16
- Views: 38080
Re: Version 0.12.7
"Another attempt to fix map transfer problems."
Unfortunately no go. 100/100 mbit/s linux server that I alone am connecting to is giving me 15 kb/s. I have a consumer 6 mbit/s line.
If I download the save from the server via ftp or http, I get my full 6 mbit/s.
Unfortunately no go. 100/100 mbit/s linux server that I alone am connecting to is giving me 15 kb/s. I have a consumer 6 mbit/s line.
If I download the save from the server via ftp or http, I get my full 6 mbit/s.
- Thu Sep 10, 2015 11:48 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.6] Desyncs since switching to headless server.
- Replies: 4
- Views: 2827
- Thu Sep 10, 2015 2:04 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.6] Desyncs since switching to headless server.
- Replies: 4
- Views: 2827
[0.12.6] Desyncs since switching to headless server.
A friend of mine and me have been playing modded for over 22 hours now, without desyncs or crashes. However, network is rather sluggish and downloading the map when joining the other player is 10-50 kb/s when the connection in both directions available is magnitudes higher. We're both running 64 bit...
- Fri Jun 26, 2015 6:25 pm
- Forum: Mods
- Topic: [0.11.6]Filtered Splitters - Huge stability boost!
- Replies: 88
- Views: 89905
Re: [0.11.6]Filtered Splitters - Huge stability boost!
False alert, it was equalizer chests that we used in conjunction with the splitters. Since removing EC, we've played over 20 hours with splitters and it works fine. However, when placing splitters onto existing items, one can get "control.lua:105: LuaEntity API call when LuaEntity was invalid....
- Thu Jun 25, 2015 8:08 pm
- Forum: Mods
- Topic: [0.11.6]Filtered Splitters - Huge stability boost!
- Replies: 88
- Views: 89905
Re: [0.11.6]Filtered Splitters - Huge stability boost!
False alert, it was equalizer chests that we used in conjunction with the splitters. Since removing EC, we've played over 20 hours with splitters and it works fine. However, when placing splitters onto existing items, one can get "control.lua:105: LuaEntity API call when LuaEntity was invalid.&...
- Thu Jun 25, 2015 7:31 pm
- Forum: Mods
- Topic: [0.11.22] Replicators 1.0.25
- Replies: 57
- Views: 52046
Re: [0.11.22] Replicators 1.0.25
Debugged it; you have a buffer of 500 kJ: energy_source = { type = "electric", buffer_capacity = "500kJ", input_flow_limit = "1920kW", drain = "18kW", usage_priority = "primary-input" }, your projectile requires 600 kJ though: { type = "projecti...
- Thu Jun 25, 2015 7:25 pm
- Forum: Mods
- Topic: [0.11.22] Replicators 1.0.25
- Replies: 57
- Views: 52046
Re: [0.11.22] Replicators 1.0.25
Using 1.0.26; Ion Turrets refuse to fire on biters and spitters.
- Tue Jun 23, 2015 11:16 pm
- Forum: Ideas and Suggestions
- Topic: Logistic Slot UI Shortcut
- Replies: 2
- Views: 1231
Re: Logistic Slot UI Shortcut
You could just make it the default, when an applicable logistic system is available. Alternatively, have it be another optional section. Similar to how in inventory you have 3 sections (items, logistics, crafting). And that additional section only pops up when inside a logistic network. Additionally...
- Tue Jun 23, 2015 10:09 pm
- Forum: Ideas and Suggestions
- Topic: Logistic Slot UI Shortcut
- Replies: 2
- Views: 1231
Logistic Slot UI Shortcut
A simple idea; for when you pick a requester logistic slot, for a chest or player, default to a new tab of "Available in Logistic Network", which would have all the items listed, that are stored in the logistic system. Typically you'd want to request something, that you produce, right?
- Mon Jun 22, 2015 9:29 am
- Forum: Won't fix.
- Topic: [0.11.22] Recurring desync issues in modded multiplayer
- Replies: 7
- Views: 16714
Re: Recurring desync issues in modded multiplayer
We found that the main problem was Equalizer Chests. We still get desyncs from tanks and can't pin that down though, but the every so often random desyncs are gone since equalizer chests is gone.