YesFor 2, do you mean the new game starts with Vulcanus cliffs disabled even if the cliffs are not disabled on Nauvis?
Search found 56 matches
- Sun Feb 23, 2025 11:36 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.35] Able to disable vulcanus cliffs.
- Replies: 3
- Views: 1436
Re: [2.0.35] Able to disable vulcanus cliffs.
- Sun Feb 23, 2025 9:18 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.35] Able to disable vulcanus cliffs.
- Replies: 3
- Views: 1436
[Genhis][2.0.35] Able to disable vulcanus cliffs.
2 Bugs here:
1. If you take a map string from a pre space age version with cliffs disabled and load it in space age, you now have cliffs disabled on Vulcanus. The cliffs will still show on the preview but will not exist in game.
It seems vulcanus reuses the old cliff_settings portion of the map ...
1. If you take a map string from a pre space age version with cliffs disabled and load it in space age, you now have cliffs disabled on Vulcanus. The cliffs will still show on the preview but will not exist in game.
It seems vulcanus reuses the old cliff_settings portion of the map ...
- Tue Jan 14, 2025 4:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.30] Steam remote storage warning
- Replies: 3
- Views: 801
Re: [2.0.30] Steam remote storage warning
Ok, but I have already disabled both settings for years.
So why is it claiming that the storage is full?
So why is it claiming that the storage is full?
- Tue Jan 14, 2025 3:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.30] Steam remote storage warning
- Replies: 3
- Views: 801
[Rseding91] [2.0.30] Steam remote storage warning
My save folder has long since passed the maximum size allowed by the steam cloud sync.
I have cloud sync disabled for factorio.
Yet every time I start the game I get a Low available space in Steam Remote Storage warning.
I expect it to not show the warning if cloud sync is disabled.
01-14-2025 ...
I have cloud sync disabled for factorio.
Yet every time I start the game I get a Low available space in Steam Remote Storage warning.
I expect it to not show the warning if cloud sync is disabled.
01-14-2025 ...
- Sun Oct 20, 2024 2:38 pm
- Forum: Assigned
- Topic: [Hrusa] [2.0.6] Asteroid collector missing chunks
- Replies: 0
- Views: 637
[Hrusa] [2.0.6] Asteroid collector missing chunks
I have noticed that the asteroid collector will sometimes not grab a chunk that it should and the chunk hits the ship.
Seen it a few times with oxide chunks desperately waiting for ice for fuel, not sure if it happens with other chunks too.
Perfect example in the attached save.
There is an oxide ...
Seen it a few times with oxide chunks desperately waiting for ice for fuel, not sure if it happens with other chunks too.
Perfect example in the attached save.
There is an oxide ...
- Fri Oct 18, 2024 9:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.6] Roboport deleted on deconstruction
- Replies: 1
- Views: 319
[2.0.6] Roboport deleted on deconstruction
If you decon a roboport and it is the only roboport in the network, the bots pop out and the roboport gets deleted from the game, not to be found anywhere.
I expect one of the bots to have it and put it in a storage chest somewhere or hold onto it.
I expect one of the bots to have it and put it in a storage chest somewhere or hold onto it.
- Fri Oct 18, 2024 11:02 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.5] Playing 2.0 loses Space Age achievements
- Replies: 6
- Views: 3267
[Genhis][2.0.5] Playing 2.0 loses Space Age achievements
Get expansion achievements
Disable expansion, play
Re-enable expansion: expansion achievements no longer achieved
Disable expansion, play
Re-enable expansion: expansion achievements no longer achieved
- Fri Oct 18, 2024 10:46 am
- Forum: Not a bug
- Topic: [Klonan][2.0.5] Research effect bonus tooltip wrong (upgrade/percentage/technology) MR
- Replies: 4
- Views: 1004
[Klonan][2.0.5] Research effect bonus tooltip wrong (upgrade/percentage/technology) MR
After you have researched worker robot speed the effect tooltip changes from showing [+0% -> +35%] to [+35% -> +70%]
I would expect it to still show the effect of this research which was [+0% -> +35%]
Also unresearched upgrades should show their effect
10-18-2024, 12-44-03.png
10-18-2024, 12 ...
I would expect it to still show the effect of this research which was [+0% -> +35%]
Also unresearched upgrades should show their effect
10-18-2024, 12-44-03.png
10-18-2024, 12 ...
- Fri Oct 18, 2024 8:16 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.5] Loading blueprint storage failed
- Replies: 1
- Views: 1172
[Rseding91] [2.0.5] Loading blueprint storage failed
I disabled the expansion mods and started a new 2.0 vanilla game and it failed to load all the blueprints correctly
I expect all the blueprints to be in the library with ? marks on SA entities.
Not sure which files are relevant so have attached them all.
I think its blueprint-storage-2 got backed ...
I expect all the blueprints to be in the library with ? marks on SA entities.
Not sure which files are relevant so have attached them all.
I think its blueprint-storage-2 got backed ...
- Sat Oct 07, 2023 7:14 pm
- Forum: Ideas and Suggestions
- Topic: Option to make server wait for slowest client
- Replies: 34
- Views: 17089
Slow down server setting
A common issue with factorio multiplayer is that when the map gets bigger and you begin to reach UPS limits the slower players get dropped as they cannot keep up.
The current solutions to this are either to:
host the game on the slowest pc so that everyone can keep up. This is not always possible ...
The current solutions to this are either to:
host the game on the slowest pc so that everyone can keep up. This is not always possible ...
- Sun Nov 07, 2021 1:56 pm
- Forum: Won't fix.
- Topic: [Rseding] [1.1.46] Ghost controller can open permissions but not close it
- Replies: 1
- Views: 1886
[Rseding] [1.1.46] Ghost controller can open permissions but not close it
I changed to ghost controller with
/c game.player.set_controller{type=defines.controllers.ghost}
then open the permissions window with
/permissions
Changing permissions in this state does not apply and you can not close the permissions window
I got out of the state by changing the controller ...
/c game.player.set_controller{type=defines.controllers.ghost}
then open the permissions window with
/permissions
Changing permissions in this state does not apply and you can not close the permissions window
I got out of the state by changing the controller ...
- Mon Mar 29, 2021 8:52 pm
- Forum: Ideas and Suggestions
- Topic: Automatically equip best armor
- Replies: 15
- Views: 4537
Automatically equip best armor
It would be great if when you:
Craft a better armor it would automatically swap it for your current armor
Pick up a corpse, it would equip the best armor in the corpse rather than the worst. (this is particularly annoying)
Craft a better armor it would automatically swap it for your current armor
Pick up a corpse, it would equip the best armor in the corpse rather than the worst. (this is particularly annoying)
- Sat Mar 20, 2021 6:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.27] Inserting armor tag in chat uses wrong icon
- Replies: 2
- Views: 3362
[Klonan] [1.1.27] Inserting armor tag in chat uses wrong icon
Any armor tag put in chat seems to result in power armor 2 icon being displayed
Specifically referring to player armor, not the armor item

ref:viewtopic.php?f=11&t=67537
Specifically referring to player armor, not the armor item

ref:viewtopic.php?f=11&t=67537
- Mon Nov 23, 2020 10:05 pm
- Forum: Duplicates
- Topic: [1.1.0] Character/Weapon GUI in old position in editor mode
- Replies: 1
- Views: 876
[1.1.0] Character/Weapon GUI in old position in editor mode
If you go into editor mode, the character/weapon GUI jumps back to the old position in the bottom right corner
- Fri Aug 07, 2020 8:24 am
- Forum: Not a bug
- Topic: [0.18.43] Editor GUI Settings tab vertical size based on Tools Tab
- Replies: 1
- Views: 862
[0.18.43] Editor GUI Settings tab vertical size based on Tools Tab
The new editor gui settings tab follows the vertical size of whatever is selected in the tools tab
So if you select none in tools, settings is really short
if you select entities in tools, settings fills the screen (vertically)
So if you select none in tools, settings is really short
if you select entities in tools, settings fills the screen (vertically)
- Sat Jun 06, 2020 8:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.30] Personal laser light effect and beam position don't match under latency
- Replies: 2
- Views: 1204
- Wed Jun 03, 2020 12:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.29] Hard game crash calling LuaEntity.set_driver() passing an offline LuaPlayer
- Replies: 1
- Views: 2158
[0.18.29] Hard game crash calling LuaEntity.set_driver() passing an offline LuaPlayer
To reproduce: I load a multiplayer save file, place a locomotive and then run
while locomotive is selected and Bilka is offline.
PS. Doesn't seem to crash if offline player is in editor mode
Code: Select all
/c game.player.selected.set_driver(game.players["Bilka"])
PS. Doesn't seem to crash if offline player is in editor mode
- Mon Jun 01, 2020 9:06 pm
- Forum: Implemented mod requests
- Topic: Flag to force prototype placement on rail grid
- Replies: 6
- Views: 3260
Re: Flag to force prototype placement on rail grid
I found a workaround using the train-stop which seems to work in my case (it hasn't broken anything yet), so I probably don't need this anymore.
EDIT: turns out my workaround has some issues.
EDIT: turns out my workaround has some issues.
- Mon Jun 01, 2020 6:14 pm
- Forum: Implemented mod requests
- Topic: Flag to force prototype placement on rail grid
- Replies: 6
- Views: 3260
Re: Flag to force prototype placement on rail grid
The workaround is to listen for the build event, calculate the expected position, and rebuild or refund the building if it does not match.
You cant calculate the expected position because you are exactly halfway between 2 or 4 valid positions.
You can refund if its off but then player has a 1 in 4 ...
You cant calculate the expected position because you are exactly halfway between 2 or 4 valid positions.
You can refund if its off but then player has a 1 in 4 ...
- Mon Jun 01, 2020 5:14 pm
- Forum: Implemented mod requests
- Topic: Flag to force prototype placement on rail grid
- Replies: 6
- Views: 3260
Flag to force prototype placement on rail grid
I would like something which forces placement of the prototype on the rail grid, (the way it works with rails and train-stops)
eg "placeable-rail-grid" flag in EntityPrototypeFlags
This would allow creation of modded entities related to the rail grid.
Currently this is only achievable by basing the ...
eg "placeable-rail-grid" flag in EntityPrototypeFlags
This would allow creation of modded entities related to the rail grid.
Currently this is only achievable by basing the ...