Search found 67 matches
- 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...
- 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...
- 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...
- 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
I don't want it just because everything has a tooltip, but because without it this just seems to be a bugNéomorphos 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
- 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 ...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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....
- 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 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 )
Any other solution? :/
Any other solution? :/
- 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...
- 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...
- 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...
- 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 (...
- 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...
- 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)
- 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?