Ok, that's totally doable! Thank you for the information, I believe we can close this bug report since it would be duplicate!daniel34 wrote:If you remove or replace the dot in your save file name it will correctly sync it.
Search found 14 matches
- Fri May 12, 2017 1:07 am
- Forum: Duplicates
- Topic: Steam Cloud Save not synchronizing between different OSs
- Replies: 3
- Views: 2831
Re: Steam Cloud Save not synchronizing between different OSs
- Fri May 12, 2017 12:49 am
- Forum: Duplicates
- Topic: Steam Cloud Save not synchronizing between different OSs
- Replies: 3
- Views: 2831
Steam Cloud Save not synchronizing between different OSs
I've been having an issue with Steam Cloud Saving. I play Factorio on two platforms, one Windows, one Mac. When I play on Windows, steam cloud saving works correctly (if I let it sync and then start up Factorio on my mac, the saves are there correctly). When I play on Mac, the autosaves are synced t...
- Wed May 03, 2017 6:22 pm
- Forum: Duplicates
- Topic: [0.15.6] Crash and desync when joining multiplayer map
- Replies: 1
- Views: 947
[0.15.6] Crash and desync when joining multiplayer map
Game crashed twice when attempting to load into the FactorioMMO map today. Both logs are attached. Additionally prior to the second crash I desynced as well, that log is included. I believe that the desync is likely related to just this crummy ISP, I noticed that I was dropping packets between mysel...
- Sat Apr 29, 2017 5:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.3] Desyncs in FactorioMMO 0.15 Party
- Replies: 8
- Views: 3610
Re: [0.15.3] Desyncs in FactorioMMO 0.15 Party
Desync when trying to connect to the MMO map, hadn't even loaded up the graphics yet.
https://drive.google.com/file/d/0B0SE-Y ... sp=sharing
https://drive.google.com/file/d/0B0SE-Y ... sp=sharing
- Wed Sep 14, 2016 11:38 pm
- Forum: Duplicates
- Topic: 0.14.5 - Crash on Deconstruction
- Replies: 2
- Views: 1206
Re: 0.14.5 - Crash on Deconstruction
Yeah, that looks to be the same issue. My initial guess was that it had something to do with diagonal rails as well. Reading that thread it appears that it was "fixed" in 0.14.4, in that the problem won't generate again afterward but any current saves with the issue will always have them, ...
- Wed Sep 14, 2016 10:46 pm
- Forum: Duplicates
- Topic: 0.14.5 - Crash on Deconstruction
- Replies: 2
- Views: 1206
0.14.5 - Crash on Deconstruction
I have been playing my giant railworld for a while now, and I needed to move some rails around. When attempting to deconstruct a specific section of rail, the game crashed. It did this consistently three times. I didn't test with any adjacent sections of rail so I'm not sure if it is related to some...
- Sat Jul 30, 2016 4:22 am
- Forum: Ideas and Suggestions
- Topic: Circuit Network Connection for Assemblers
- Replies: 5
- Views: 4116
Re: Circuit Network Connection for Assemblers
There could also be a feature to SET the recipe for the assembler via circuit network. Whatever component that is craftable via that assembler (# of slots restrictions) that has the highest value on the circuit network would be selected as the crafting recipe. The automatic change should probably ha...
- Sun Jul 24, 2016 6:29 pm
- Forum: Ideas and Suggestions
- Topic: Automating Player Logistics and Auto Trash Slot Settings
- Replies: 9
- Views: 3774
Re: Automating Player Logistics and Auto Trash Slot Settings
Simple solution to a simple problem! I like it!Harkonnen604 wrote: There is. by giving negative numbers on trash slots.
- Sun Jul 24, 2016 3:36 am
- Forum: Ideas and Suggestions
- Topic: Circuit Network Connection for Assemblers
- Replies: 5
- Views: 4116
Circuit Network Connection for Assemblers
Assemblers should be circuit network (and ideally logistics network) connectable. Options would likely include (but not be limited to, there are probably lots of good ideas for this): enable/disable, read recipe crafting time and requirements, read selected recipe. Enable/disable would treat the ass...
- Sun Jul 24, 2016 3:11 am
- Forum: Ideas and Suggestions
- Topic: Use Blueprints to Configure Character: QuickBar, Logistic Slots, Trash Slots, Power Suit etc.
- Replies: 1
- Views: 1334
Re: Use Blueprints to Configure Character: QuickBar, Logistic Slots, Trash Slots, Power Suit etc.
I think we need some kind of different blueprint-icon, if the blueprint stores a configuration (not a construction), to distinguish between current blueprints for construction and blueprints for storing configurations. I suggest that looks identical to the current blueprint/deconstruction planner, ...
- Sun Jul 24, 2016 3:03 am
- Forum: Ideas and Suggestions
- Topic: Automating Player Logistics and Auto Trash Slot Settings
- Replies: 9
- Views: 3774
Re: Automating Player Logistics and Auto Trash Slot Settings
I really like such suggestions. It points the finger to something, which is obviously needed to play fluidly. But I don't know if it is really such a good idea to use the circuit network to configure that. But this suggestions brought me to another idea and I made a "counter suggestion". ...
- Sat Jul 23, 2016 1:58 am
- Forum: Ideas and Suggestions
- Topic: Automating Player Logistics and Auto Trash Slot Settings
- Replies: 9
- Views: 3774
Automating Player Logistics and Auto Trash Slot Settings
I submit the idea of a construction that is some form of tile that can be walked on by the player, takes up space as a building (like train tracks, but without the gate bit), requires power, and can be connected to a circuit network. When suitably powered and walked on by the player, it sets the pla...
- Tue Jul 19, 2016 9:23 am
- Forum: Ideas and Suggestions
- Topic: Lights set to Circuit Network Signals on Minimap
- Replies: 3
- Views: 2149
Re: [0.13] Lights set to Circuit Network Signals on Minimap
So if I understand you correctly, you set a light to blue and walk away, it isn't covered by your vision nor a Radar, and the signal changes to yellow, the map will still show blue? If so that's exactly what I'd expect and want to happen; you shouldn't know what state the lights are in unless you ha...
- Tue Jul 19, 2016 6:51 am
- Forum: Ideas and Suggestions
- Topic: Lights set to Circuit Network Signals on Minimap
- Replies: 3
- Views: 2149
Lights set to Circuit Network Signals on Minimap
Simply put, I suggest that the map screen show the colour of a circuit network set light on the map instead of the current blue used for standard machines.
Additionally it would probably work best if the map didn't update light colours if the light is under fog of war.
Additionally it would probably work best if the map didn't update light colours if the light is under fog of war.