I made a patcher too. Its catch the cases with editor, cheat and command.
Works for 2.0.21
https://github.com/dakiba/factorio_achievement_reenabler_space_age
EDIT: Sadly its seems to catch only local save games. We play on a dedicated server and use forces (the pvp scenario, but just for teams and ...
Search found 13 matches
- Tue Nov 26, 2024 2:09 pm
- Forum: General discussion
- Topic: Re-Enable Achievements...
- Replies: 128
- Views: 181329
- Mon Nov 25, 2024 10:16 pm
- Forum: Ideas and Suggestions
- Topic: Logistic Favorites and Tooltip Enhancements
- Replies: 0
- Views: 161
Logistic Favorites and Tooltip Enhancements
It would be great to have a way to set favorites in the logistics network view. For example, I often type "module 3" or "legendary" to quickly check my current modules. Favorites could save a lot of time.
Additionally, tooltips could show item quantities on the current planet or even across all ...
Additionally, tooltips could show item quantities on the current planet or even across all ...
- Tue Nov 19, 2024 12:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
- Replies: 36
- Views: 14982
Re: [2.0.15] Demolishers take a disproportionate amount of cpu time
I looked into the code, I think you should give the demolisher a extra simple hitbox, this clouds with all that triggers and low cooldowns is very overshot.
I am not a game dev and I am not deep in the factorio modding, but this cloud stuff with expending and repeats - combined with a nested ...
I am not a game dev and I am not deep in the factorio modding, but this cloud stuff with expending and repeats - combined with a nested ...
- Tue Nov 19, 2024 9:58 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
- Replies: 36
- Views: 14982
Re: [2.0.20] Demolishers take a disproportionate amount of cpu time
Currently [2.0.20], SmokeWithTrigger is eating around 1.2ms when normal in the game, and spikes to over 3ms (over 5ms in a few cases) when someone decides to
....
We have exactly the same issues. Yesterday we reached vulcano and explored the planet, if we come now near to a big demolisher, my ...
- Wed Nov 13, 2024 8:58 am
- Forum: Ideas and Suggestions
- Topic: Keep Factoriopedia open
- Replies: 0
- Views: 172
Keep Factoriopedia open
It would be awesome if we get a "pin" icon or something for factoriopedia. I have a 32:9 screen and keep the Pedia open while building whould be perfect.
- Tue Nov 12, 2024 10:59 am
- Forum: Not a bug
- Topic: [2.0.15] Deconstruction planner don't select chests.
- Replies: 2
- Views: 333
Re: [2.0.15] Deconstruction planner don't select chests.
OK I found the issue, we play with the PVP Setting "Neutral chests" that cause that the chests aren't selectable. Is this intended? I don't like that behavior.
Any Idea how to temporary disable this setting and can you include neutral buildings for the deconstruction planner?
Any Idea how to temporary disable this setting and can you include neutral buildings for the deconstruction planner?
- Tue Nov 12, 2024 10:51 am
- Forum: Not a bug
- Topic: [2.0.15] Deconstruction planner don't select chests.
- Replies: 2
- Views: 333
[2.0.15] Deconstruction planner don't select chests.
We are not able to select chests with the deconstruction planer on our savegame.
Nor the Cut tool. The cut tool copy it, but don't remove that chests.
11-12-2024, 11-49-00.png
11-12-2024, 11-49-33.png
Even replace a chest with a another (in this example a wood with a iron chest) don't work ...
Nor the Cut tool. The cut tool copy it, but don't remove that chests.
11-12-2024, 11-49-00.png
11-12-2024, 11-49-33.png
Even replace a chest with a another (in this example a wood with a iron chest) don't work ...
- Mon Nov 04, 2024 4:48 pm
- Forum: Gameplay Help
- Topic: Teams and Landing Pad
- Replies: 1
- Views: 644
Teams and Landing Pad
Has anyone tried teams with space age? Can you have multiple landing pads with the teams? So that each team have there own pad.
We play a pvp scenario, but use it just for the different bases.
We play a pvp scenario, but use it just for the different bases.
- Sun Nov 03, 2024 10:27 am
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][1.1.80] Cannot import very large blueprint book string
- Replies: 6
- Views: 4813
Re: [raiguard][1.1.80] Cannot import very large blueprint book string
Seems to be a problem again? I can't paste huge blueprint strings.
I use X11.
OS: Linux Mint 22 x86_64
Host: 21J8 Lenovo ThinkBook 16p Gen 4
Kernel: 6.8.0-47-generic
Uptime: 1 hour, 50 mins
Packages: 2952 (dpkg), 57 (flatpak)
Shell: zsh 5.9
Resolution: 3840x1080, 1920x1200
DE: Cinnamon 6.2.9 ...
I use X11.
OS: Linux Mint 22 x86_64
Host: 21J8 Lenovo ThinkBook 16p Gen 4
Kernel: 6.8.0-47-generic
Uptime: 1 hour, 50 mins
Packages: 2952 (dpkg), 57 (flatpak)
Shell: zsh 5.9
Resolution: 3840x1080, 1920x1200
DE: Cinnamon 6.2.9 ...
- Wed Mar 06, 2019 5:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.17.6] Can't close settings window in 0.16 PvP Scenario
- Replies: 4
- Views: 842
Re: [Klonan] [0.17.6] Can't close settings window in 0.16 PvP Scenario
cool, thanks mate, you do a great job!
no that was just a test, we still play 0.16
no that was just a test, we still play 0.16
- Wed Mar 06, 2019 12:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.17.6] Can't close settings window in 0.16 PvP Scenario
- Replies: 4
- Views: 842
- Wed Mar 06, 2019 11:13 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.17.6] Can't close settings window in 0.16 PvP Scenario
- Replies: 4
- Views: 842
[Klonan] [0.17.6] Can't close settings window in 0.16 PvP Scenario
Factorio 0.17.6 build 43339
Hi,
if I try a PvP-Scenario from a 0.16 save, the game load regular, but there comes the PvP Settings Window and I can't close it or start "a new round".
Main problem for me will it be, that our Server is a PvP-Scenario, there we play all the time PvE.
Here a Video ...
Hi,
if I try a PvP-Scenario from a 0.16 save, the game load regular, but there comes the PvP Settings Window and I can't close it or start "a new round".
Main problem for me will it be, that our Server is a PvP-Scenario, there we play all the time PvE.
Here a Video ...
- Fri Jan 18, 2019 10:07 am
- Forum: Ideas and Suggestions
- Topic: Multiplayer Forces - Train / Rail sharing
- Replies: 0
- Views: 473
Multiplayer Forces - Train / Rail sharing
It would be nice if we could set that friendly forces can share trains or at least stops between each other. Currently we are playing with different forces but all of them are friends for a good COOP experience. However, trains are a problem at the moment, because we want to use the rail system ...