Search found 56 matches

by Phoenix27833
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.

For 2, do you mean the new game starts with Vulcanus cliffs disabled even if the cliffs are not disabled on Nauvis?
Yes
by Phoenix27833
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 ...
by Phoenix27833
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?
by Phoenix27833
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 ...
by Phoenix27833
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 ...
by Phoenix27833
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.
by Phoenix27833
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
by Phoenix27833
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 ...
by Phoenix27833
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 ...
by Phoenix27833
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 ...
by Phoenix27833
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 ...
by Phoenix27833
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)
by Phoenix27833
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

Image

ref:viewtopic.php?f=11&t=67537
by Phoenix27833
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
by Phoenix27833
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)
by Phoenix27833
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

[0.18.30] Personal laser light effect and beam position don't match under latency

When playing on a multiplayer game with some latency, the personal laser beams originate from the character position but the light effect for the beams originate from a delayed position

Image
by Phoenix27833
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

Code: Select all

/c game.player.selected.set_driver(game.players["Bilka"])
while locomotive is selected and Bilka is offline.

PS. Doesn't seem to crash if offline player is in editor mode
by Phoenix27833
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.
by Phoenix27833
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 ...
by Phoenix27833
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 ...

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