Search found 54 matches

by SoulForge
Sat Dec 07, 2019 5:11 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 127635

Re: [MOD 0.17] Industrial Revolution

Mod doesn't seem to be loading after changing to 1.0.9.
by SoulForge
Fri Jun 15, 2018 2:40 am
Forum: Pending
Topic: [0.16.50] Window Flickers like its being redrawn then crash.
Replies: 1
Views: 437

[0.16.50] Window Flickers like its being redrawn then crash.

Game will no longer load with 16.50. Screen flickers like its being drawn a few times or attempting to then crashes; Could this be the beta version of steam's fault? Edit; Nope! Fails on normal steam too. 0.024 2018-06-14 22:36:04; Factorio 0.16.50 (build 36649, win64, steam) 0.025 Operating system:...
by SoulForge
Thu Apr 27, 2017 1:43 pm
Forum: Resolved Problems and Bugs
Topic: [15.2] - Host crashing when connecting with mods enabled.
Replies: 1
Views: 261

[15.2] - Host crashing when connecting with mods enabled.

Client connects to server (with his mods enabled) and crashes the host (With no mods enabled). Client gets no error other than; Cannot communicate with server. Brand new map. No loaded map. Not a headless server. 0.001 2017-04-27 14:25:00; Factorio 0.15.2 (build 29124, win64, steam) 0.001 Operating ...
by SoulForge
Mon Apr 24, 2017 12:06 pm
Forum: General discussion
Topic: Tuesday Version 15.0
Replies: 4
Views: 1284

Re: Tuesday Version 15.0

HanziQ wrote:It comes out when it comes out.
Best answer ever.

When its done and ready. They may find a game breaking bug before launch and have to delay.

Can't wait!
by SoulForge
Fri Apr 21, 2017 1:39 pm
Forum: Technical Help
Topic: Monitor buzzing on certain zoom level
Replies: 2
Views: 461

Re: Monitor buzzing on certain zoom level

Monitor or is it the video card fan kicking up? I'd believe this is a video card fan more than the monitor. And this is normal at that zoom level. I get the same thing zooming out further where I hear the fan kick up as more is being rendered. Many games will render less details the further you get ...
by SoulForge
Sat Mar 25, 2017 11:28 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3410
Views: 576266

Re: Development and Discussion

Angel,

Do you have any plans to support AnonyMod?
by SoulForge
Tue Jan 03, 2017 4:40 pm
Forum: Mods
Topic: [0.17.x] AnonyMods - Overhaul mod
Replies: 174
Views: 34404

Re: [0.14.x] AnonyMods - Overhaul mod

AnonymoScoot, Near drop offset doesn't appear to do anything on the inserter configuration panel. Near drop offset is a checkbox, if checked, the boolean for drop offset is set to true and the next time you adjust inserter drop offset it will drop it on near side. Thanks. It looks very similar to h...
by SoulForge
Tue Jan 03, 2017 2:15 pm
Forum: Mods
Topic: [0.17.x] AnonyMods - Overhaul mod
Replies: 174
Views: 34404

Re: [0.14.x] AnonyMods - Overhaul mod

AnonymoScoot,

Near drop offset doesn't appear to do anything on the inserter configuration panel.
by SoulForge
Fri Dec 30, 2016 7:27 pm
Forum: Mods
Topic: [0.17.x] AnonyMods - Overhaul mod
Replies: 174
Views: 34404

Re: [0.14.x] AnonyMods - Overhaul mod

Getting an error saying cobalt ore is missing when trying to load the mod. Checksum for mod rso-mod: 3375856497 19.666 Error Util.cpp:57: Error in assignID, item with name 'cobalt-ore' does not exist. You posted checksum of RSO not AnonyMods. It seems to match latest version so it should work. If y...
by SoulForge
Fri Dec 30, 2016 6:29 pm
Forum: Mods
Topic: [0.17.x] AnonyMods - Overhaul mod
Replies: 174
Views: 34404

Re: [0.14.x] AnonyMods - Overhaul mod

Getting an error saying cobalt ore is missing when trying to load the mod.
Checksum for mod rso-mod: 3375856497
19.666 Error Util.cpp:57: Error in assignID, item with name 'cobalt-ore' does not exist.
by SoulForge
Fri Dec 09, 2016 6:42 pm
Forum: General discussion
Topic: Active Robots
Replies: 14
Views: 2353

Re: Active Robots

Smarty wrote:only construction bots can place stuff
Yes..........I know.
by SoulForge
Fri Dec 09, 2016 5:18 pm
Forum: General discussion
Topic: Active Robots
Replies: 14
Views: 2353

Active Robots

Is there a limit on the number of active robots that can be out? I have a lot of things they can be built by them but most of my bots are sitting idle in the roboport.
by SoulForge
Fri Dec 09, 2016 5:16 pm
Forum: General discussion
Topic: Factorio For XboxOne
Replies: 7
Views: 6790

Re: Factorio For XboxOne

I would argue this kind of game doesn't belong on a console.

The same reason you don't see many RTS games on a console. It just doesn't work well.
by SoulForge
Fri Nov 25, 2016 5:28 pm
Forum: Implemented Suggestions
Topic: Mod Directories
Replies: 8
Views: 1740

Re: Mod Directories

Thank you Daniel. While a shortcut won't really work due to the portable HD I use. A batch file does the trick nicely using the same thing. Is there a similar --save-directory command? I feel as if this would work better if these commands looked for these folders under the already existing directori...
by SoulForge
Fri Nov 25, 2016 2:30 pm
Forum: Implemented Suggestions
Topic: Mod Directories
Replies: 8
Views: 1740

Re: Mod Directories

I tried the command line parameter you provided and it didn't seem to work. That program also didn't work correctly. It created a 0.14 directory in my mods folder with more 0.14 directories about 20 folders deep and then crashed. EDIT; Ok that command line parameter did work but it created a directo...
by SoulForge
Thu Nov 24, 2016 4:53 pm
Forum: Implemented Suggestions
Topic: Mod Directories
Replies: 8
Views: 1740

Mod Directories

Not sure how feasible this is.

Want to be able to have different mod directories so I can load up a specific set of mods.

Back in the olden quake days you'd have a -game or maybe could use -mod as a command line switch to specific which directory to load from.
by SoulForge
Thu Nov 24, 2016 4:51 pm
Forum: Ideas and Suggestions
Topic: New Game Profiles
Replies: 1
Views: 424

New Game Profiles

Would like to see the settings when selecting "New Game" be saved or at least allow a person to create profiles of different settings or map seeds.
by SoulForge
Mon Oct 10, 2016 2:00 pm
Forum: Technical Help
Topic: Game Limitations
Replies: 7
Views: 1292

Re: Game Limitations

I did just update Cursed-Exp-Remake_0.5.4. I didn't think it added anything like that.
by SoulForge
Mon Oct 10, 2016 1:21 pm
Forum: Technical Help
Topic: Game Limitations
Replies: 7
Views: 1292

Game Limitations

Can someone give me some more information on this error. I have a number of mods installed but I didn't think I was at this kinda wall yet; 14.428 Error Util.cpp:57: Reached id limit for equipment-grid. The game can't contain more than 255 instances of this prototype due to hardcoded limits of the e...
by SoulForge
Mon Oct 03, 2016 2:15 pm
Forum: News
Topic: Friday facts #158 - The end of the 32 bit era
Replies: 132
Views: 33932

Re: Friday facts #158 - The end of the 32 bit era

Yep.. since it's actually an "Athlon II X2" so the "single core" is a dual core with one core disabled... besides that CPU isn't even that old... being AM2+/AM3 AMD has been using those sockets for a long time now so not really a valid thing to say. That processor is around............7 years old. ...

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