Search found 37 matches

by mkaito
Tue Apr 29, 2025 7:46 pm
Forum: Releases
Topic: Version 2.0.47
Replies: 4
Views: 11628

Re: Version 2.0.47

Look at all those stuck rockets getting unstuck at once! Beautiful!
by mkaito
Tue Apr 29, 2025 12:12 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.46] Rocket silo launches are broken
Replies: 7
Views: 1639

Re: [2.0.46] Rocket silo launches are broken

I'd like to chime in with my (apparently) variant of this bug.


- No (non-Wube) mods.
- Only happens on Nauvis.
- All silos have "automatic requests" checkbox ticked.
- Silos will request items, the items get delivered, then the silos sit forever (30 minutes observed).
- Some items seem to launch ...
by mkaito
Tue Apr 29, 2025 11:29 am
Forum: Releases
Topic: Version 2.0.46
Replies: 45
Views: 13584

Re: Version 2.0.46




Lots of stuff, nice but this "broke" rocket silo throughput a lot.

If there is a request in orbit and the rocket is full (at least from direct insertion) it will wait ~5 seconds, instead of being insta-launched. This breaks a lot in my base


Mine don't auto launch at all. The silos request ...
by mkaito
Tue Apr 29, 2025 11:28 am
Forum: Releases
Topic: Version 2.0.46
Replies: 45
Views: 13584

Re: Version 2.0.46




Balancing

Changed piercing ammo recipe to be cheaper.


wait, what is the new Recipe now? (for people who cant open the game right now)


Old:

1 firearm magazine
1 steel plate
5 copper plates

New:

2 firearm magazines
1 steel plate
2 copper plates

Change:

Copper plates: 5 -> 2
Iron ...
by mkaito
Tue Apr 29, 2025 11:07 am
Forum: Releases
Topic: Version 2.0.46
Replies: 45
Views: 13584

Re: Version 2.0.46


Lots of stuff, nice but this "broke" rocket silo throughput a lot.

If there is a request in orbit and the rocket is full (at least from direct insertion) it will wait ~5 seconds, instead of being insta-launched. This breaks a lot in my base


Mine don't auto launch at all. The silos request the ...
by mkaito
Fri Nov 22, 2024 2:43 pm
Forum: Releases
Topic: Version 2.0.21
Replies: 28
Views: 24518

Re: Version 2.0.21


2.0.21 has had a massive performance improvement on the Mac if I turn "render in native resolution" back on.
I don't know what you've done but the result on a MacBook Air M2 is stunning indeed.
Chapeau!
Also on my vintage 2016 MacBook Pro running Monterey Factorio is now
(not perfect as ...
by mkaito
Mon Nov 04, 2024 5:54 pm
Forum: Ideas and Suggestions
Topic: Suggestion: apply permanent movement bonus of 150% to mech suit
Replies: 9
Views: 1466

Re: Suggestion: apply permanent movement bonus of 150% to mech suit


I guess another fix would be to apply the pavement bonus even while flying. It's no less realistic than exoskeletons working during flight.


Also no less realistic than getting a double boost when running on a belt that's on pavement. I think that would be fair, yes.

I suppose a potential ...
by mkaito
Mon Nov 04, 2024 11:16 am
Forum: Ideas and Suggestions
Topic: Suggestion: apply permanent movement bonus of 150% to mech suit
Replies: 9
Views: 1466

Re: Suggestion: apply permanent movement bonus of 150% to mech suit

I don't know whether a permanent 150% is the best way to go about it, but the constant speed changes certainly feel a bit jarring when I'm moving across my paved base. I was actually considering un-paving it. Can you imagine? I can almost see Dosh shaking his head in the distance at the idea of ...
by mkaito
Mon Feb 15, 2021 6:04 pm
Forum: Implemented Suggestions
Topic: Add SRV Record support
Replies: 85
Views: 69418

Re: Add SRV Record support

I would definitely love to see SRV supported by Factorio. It's an immensely useful thing.
by mkaito
Mon Apr 06, 2020 5:52 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 514484

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Meanwhile, at my east wall... :lol:

Image
by mkaito
Mon Mar 30, 2020 12:56 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 514484

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Pi-C wrote: Sun Mar 29, 2020 8:45 pm
mkaito wrote: Sun Mar 29, 2020 6:56 pm It seems the setting to disable artifacts does not work. Biters still drop alien artifacts.
I'll put that on my list of things to do…
Do you accept contributions?
by mkaito
Sun Mar 29, 2020 6:56 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 514484

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

It seems the setting to disable artifacts does not work. Biters still drop alien artifacts. And I don't think there's anything I can do with them anyway. Is this a known issue?
by mkaito
Wed Jan 01, 2020 6:22 pm
Forum: Mods
Topic: [Mod 2.0] Power Armor MK3+
Replies: 109
Views: 75137

Re: [Mod 0.17] Power Armor MK3

I'd like to see the option to disable all additional equipment. I play with Induction Charging and Bigger Batteries mods, which means the extra battery and generators added by this mod get in the way.
by mkaito
Fri Dec 27, 2019 10:49 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Crashes on saving: "BlueprintEntities::save(MapSerialiser&)"
Replies: 3
Views: 2032

Re: [0.17.79] Crashes on saving: "BlueprintEntities::save(MapSerialiser&)"

Some of that looks like it dies when trying to save a modded entity blueprint. Any way to figure out which one?
by mkaito
Thu Dec 26, 2019 11:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Crashes on saving: "BlueprintEntities::save(MapSerialiser&)"
Replies: 3
Views: 2032

[0.17.79] Crashes on saving: "BlueprintEntities::save(MapSerialiser&)"

This just started happening. I'm several hours into this map, and then it crashed during autosave. I reload, and it crashes again on next autosave. So I reload again, try to save manually, and sure enough it crashes again.

Mods folder: https://files.mkaito.net ...
by mkaito
Mon Jul 22, 2019 12:54 pm
Forum: Mod portal Discussion
Topic: Email based workflow for the mod portal
Replies: 2
Views: 2042

Email based workflow for the mod portal

Hi!

I'm an email person. In particular, a plaintext email person.

Which means there are two things that I would love seeing.

Here's what a message notification looks like for me:
https://i.imgur.com/PVii3jj.png

While the email is reasonably simple, it's still unnecessarily annoying that I have ...
by mkaito
Thu Jun 20, 2019 3:33 pm
Forum: Mod portal Discussion
Topic: Automatic mod uploading by mod authors possible?
Replies: 6
Views: 4665

Re: Automatic mod uploading by mod authors possible?

This would be amazing. We clearly need more automation here :D
by mkaito
Fri Jun 07, 2019 12:45 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.46] Crash when startup
Replies: 5
Views: 5569

Re: [0.17.46] Crash when startup

Also happening here.


chris@cryptbreaker
------------------
OS: Arch Linux x86_64
Kernel: 5.1.7-1-ck-zen
Uptime: 50 mins
Packages: 1429 (pacman), 5648 (nix)
Shell: zsh 5.7.1
Resolution: 3840x2160, 2160x3840
WM: i3
Theme: Adwaita [GTK2/3]
Icons: Adwaita [GTK2/3]
CPU: AMD Ryzen 7 2700X (16) @ 3 ...
by mkaito
Fri May 10, 2019 12:49 pm
Forum: Bob's mods
Topic: Boblogistics: option to disable parts
Replies: 6
Views: 3227

Re: Boblogistics: option to disable parts

I came here to request exactly this: I use Optera's Train overhaul mod, and would like to use Bob's Logistics without all the extra trains.

In fact, the mod is so big that it's kind of overwhelming. Being able to disable parts of it would be quite interesting, also for some of the other modular ...
by mkaito
Mon Apr 15, 2019 11:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.31] Can not bind mouse buttons past 7
Replies: 1
Views: 2474

[0.17.31] Can not bind mouse buttons past 7

When I try to bind any of the extra 3 buttons my mouse has, this happens:
factorio-017-bug-mouse-bind.png

The button then works, but it seems that factorio can't differentiate them, and all 3 mouse buttons now do the same thing.

This used to work on 0.16, so presumably an issue with SDL? Let me ...

Go to advanced search