Search found 67 matches

by MPeti1
Fri Dec 11, 2020 2:37 pm
Forum: General discussion
Topic: Re-Enable Achievements...
Replies: 122
Views: 166807

Re: Re-Enable Achievements...

Factorio 1.0 - With mods + Multiplayer As I had typed the command and kept playing for days, it was impossible to find the bit responsible for disabling the achievements, I only found it after typing the same command on the console and saving the map again, so I searched for "command" and...
by MPeti1
Sun Oct 25, 2020 8:41 pm
Forum: General discussion
Topic: Re-Enable Achievements...
Replies: 122
Views: 166807

Re: Re-Enable Achievements...

I don't seem to find a solution. /sc seems to make this considerably harder, because there won't be any "command-ran"s. Anyway, If some of you have the time, I would appreciate if you could take a look at my save . Nauvis as a string can't be found at the beginning of a "surface secti...
by MPeti1
Sun Oct 25, 2020 6:11 pm
Forum: General discussion
Topic: Re-Enable Achievements...
Replies: 122
Views: 166807

Re: Re-Enable Achievements...

In a vanilla test map specifically made to find out how to do this I was able to find that string, with it following the command that I typed then. Interestingly, in that case it was (FF FF FF FF FF FF FF) FF 00 00 01 00, and not FF 00 01 01. Flipping that bit to 00 made the game throw an error. The...
by MPeti1
Sun Aug 30, 2020 4:03 pm
Forum: Ideas and Suggestions
Topic: Mod manager should show why the mod's changelog can't be shown
Replies: 2
Views: 1404

Re: Mod manager should show why the mod's changelog can't be shown

Néomorphos wrote: Wed Aug 26, 2020 6:16 pm good idea. Since the game explains everything when hovering now, it becomes expected by the player to have a text explaining nearly everything
I don't want it just because everything has a tooltip, but because without it this just seems to be a bug
by MPeti1
Sun Aug 23, 2020 5:56 pm
Forum: Not a bug
Topic: [1.0.0] In-game mod manager does not always allow viewing the changelog
Replies: 7
Views: 2951

Re: [1.0.0] In-game mod manager does not always allow viewing the changelog

No problem. If I came across a bit grumpy, it's probably because I didn't have coffee yet when I wrote this. :-D No problem! I usually attribute it to me not being a native English speaker, and also that I know that I have problems even in my native language with choosing the appropriate style, so ...
by MPeti1
Sun Aug 23, 2020 5:42 pm
Forum: Ideas and Suggestions
Topic: Mod manager should show why the mod's changelog can't be shown
Replies: 2
Views: 1404

Mod manager should show why the mod's changelog can't be shown

TL;DR I think the changelog button should have a tooltip when it's disabled, to show the reason of it being disabled. What ? My idea would be that the changelog button on the mod manager's updates tab should have a tooltip when the button is disabled (greyed out). It should show the reason for bein...
by MPeti1
Wed Aug 19, 2020 6:45 pm
Forum: Not a bug
Topic: [1.0.0] In-game mod manager does not always allow viewing the changelog
Replies: 7
Views: 2951

Re: [1.0.0] In-game mod manager does not always allow viewing the changelog

I've just updated to 1.0.0, and I'm preparing to also update all mods that I have. I started going through the changelogs of mods, and found that sometimes the changelog button is greyed out even though the mod has a changelog in the appropriate tab on the mod portal. Said so time and again: The mo...
by MPeti1
Tue Aug 18, 2020 9:54 pm
Forum: Not a bug
Topic: [1.0.0] In-game mod manager does not always allow viewing the changelog
Replies: 7
Views: 2951

[1.0.0] In-game mod manager does not always allow viewing the changelog

I've just updated to 1.0.0, and I'm preparing to also update all mods that I have. I started going through the changelogs of mods, and found that sometimes the changelog button is greyed out even though the mod has a changelog in the appropriate tab on the mod portal. What I expect is being able to ...
by MPeti1
Sun Sep 08, 2019 5:11 pm
Forum: General discussion
Topic: Main website bugs
Replies: 0
Views: 1026

Main website bugs

Hi! I've just checked https://www.factorio.com, and for some reason I felt I want to log in. After I logged in I've seen my profile's email address was one that I don't check that frequently, so I wanted to change that. First thing I noticed is that the second email field is probably marked as a use...
by MPeti1
Sun Jul 21, 2019 12:31 pm
Forum: Technical Help
Topic: [0.14.23] Game randomly crashes
Replies: 1
Views: 1250

[0.14.23] Game randomly crashes

Hi! I've a factory in 0.14, and it started to randomly crash. I didn't want to put it in the bug reports forum because it's an old version, and I don't even hope the devs will fix it. First time it happened after I locked my computer. When I came back and logged in there was a window informing me th...
by MPeti1
Mon Jan 29, 2018 11:13 pm
Forum: Technical Help
Topic: Item leakage in heavily overclocked assembling machines
Replies: 7
Views: 2840

Re: Item leakage in heavily overclocked assembling machines

Any reason why you don't update to 0.15.40? I use a lot of mods, and some are not being updated, and some are rewritten, so if i would update i would lost a bunch of things. Also i have some mods modified* and in the beginning i forgot to write notes about what did i changed. *In some cases i modif...
by MPeti1
Mon Jan 29, 2018 9:22 am
Forum: Technical Help
Topic: Item leakage in heavily overclocked assembling machines
Replies: 7
Views: 2840

Re: Item leakage in heavily overclocked assembling machines

Duplicate of this thread: https://forums.factorio.com/viewtopic.php?f=11&t=49523 In 0.14 the bug is there without removing the speed modules so it's not a complete duplicate (i think), but thanks for the link, I've found the mod inventory sensor which is made by you, and it's compatible with 0....
by MPeti1
Mon Jan 29, 2018 6:06 am
Forum: Technical Help
Topic: Item leakage in heavily overclocked assembling machines
Replies: 7
Views: 2840

Re: Item leakage in heavily overclocked assembling machines

It's fixed? Good to know :D but i don't want to update at the moment, because i think i don't "finished" it :/ (ah, everyone knows a factory can't be finished :D )
Any other solution? :/
by MPeti1
Sun Jan 28, 2018 9:13 pm
Forum: Technical Help
Topic: Item leakage in heavily overclocked assembling machines
Replies: 7
Views: 2840

Item leakage in heavily overclocked assembling machines

Hi! First i need to note that i still use 0.14 because i use mods and i don't want to stop playing on my factory. There is a mechanism in Factorio which doesn't allow manipulators and loaders to put items to a machine if the item's number in it reaches a limit. This limit is increasing if the machin...
by MPeti1
Fri Jan 05, 2018 9:56 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 243801

Re: [MOD 0.15] Warehousing v0.0.11

Which logistic chest robots choose when storing items is logic built into the game itself. Warehousing doesn't touch it (and actually can't even if we wanted to, AFAIK). A warehouse (or storehouse) is just an extended chest-type entity, which inherits all the base game behaviors for that type of ch...
by MPeti1
Mon Jan 01, 2018 9:35 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 243801

Re: [MOD 0.15] Warehousing v0.0.11

Hi! I know, 0.14 is a bit old, but i left the game for ~1 year because i got annoyed about my large factory runs at 30 UPS and less on my not so fast pc, and started playing with it again a few days ago. I have your mod installed and i encountered an annoying feature of storage warehouses and chests...
by MPeti1
Fri Jun 23, 2017 12:35 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1819
Views: 588833

Re: Simple Questions and Short Answers

Hi! Is there any method to disallow drones to travel outside of the construction area of roboports? It's annoying that a lot of drones are destroyed by biters who are in an area what i not cleaned because i don't want to use and than it's unnecessary to waste resources on it. I use modded Factorio (...
by MPeti1
Fri Jun 23, 2017 12:19 pm
Forum: Technical Help
Topic: low UPS again, barely reached the half of the game
Replies: 10
Views: 5107

Re: low UPS again, barely reached the half of the game

I had significant UPS drop before I ever started playing with mods, just getting to Mass Production 3. If I look at the timings using the debug menu, even now that I have a number of mods installed, it appears that most of the time is spent in the entity update phase. Since I have lots of long tran...
by MPeti1
Thu Jun 22, 2017 3:00 pm
Forum: Technical Help
Topic: low UPS again, barely reached the half of the game
Replies: 10
Views: 5107

Re: low UPS again, barely reached the half of the game

I played through an entire save without mods, but i can't remember if it had speed problems. I don't think a specific mod causes the ups drop, because every mod has a low value at time_used_percent debug page, as you can see in the link (imgur)
by MPeti1
Thu Jun 22, 2017 9:43 am
Forum: Technical Help
Topic: low UPS again, barely reached the half of the game
Replies: 10
Views: 5107

Re: low UPS again, barely reached the half of the game

You mean every entity, logic and everything added by mods?

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