Search found 665 matches

by Kane
Wed May 03, 2017 7:34 pm
Forum: Pending
Topic: [0.15.x] Factorio doesnt close correctly
Replies: 15
Views: 5252

Re: [0.1x.x] Factorio doesnt close correctly

I had this issue ages ago I forgot how I fixed it but I recently formatted and don't have this issue now but also had it before. I think a dev back then told me why it happen but might been a diff issue then. It was like the method of how I was closing it.
by Kane
Wed May 03, 2017 7:29 pm
Forum: Pending
Topic: [0.15.1] Strange Crash Changing Vsync in MP then logging out
Replies: 2
Views: 914

Re: [0.15.1] Strange Crash Changing Vsync in MP then logging out

Thanks, I tried repeating this myself over and over since never had luck with it. Maybe been fixed since (like you suggested).

Thanks.
by Kane
Wed May 03, 2017 12:26 pm
Forum: Maps and Scenarios
Topic: Wanted: PvE Friendly Separate Teams With Own Starting Base.
Replies: 21
Views: 14057

Re: Wanted: PvE Friendly Separate Teams With Own Starting Base.

You make all the spawns at the start. They can copy them or random gen though if you random gen it's pretty much just one spot with the proper ores and the rest screwed.
by Kane
Wed May 03, 2017 3:20 am
Forum: Minor issues
Topic: [0.15.6] High Liquid Values stick out on the GUI.
Replies: 1
Views: 1202

[0.15.6] High Liquid Values stick out on the GUI.

Not sure if this will get fixed in 0.15 or wait till .16 for the GUI revamp.
Image

really slight example:Image
by Kane
Wed May 03, 2017 3:18 am
Forum: Ideas and Suggestions
Topic: Additional technologies for map / minimap
Replies: 8
Views: 2360

Re: Additional technologies for map / minimap

I'm really sad that I can see my trains / etc without launching a satellite for gps.
by Kane
Wed May 03, 2017 1:25 am
Forum: Maps and Scenarios
Topic: Wanted: PvE Friendly Separate Teams With Own Starting Base.
Replies: 21
Views: 14057

Re: Wanted: PvE Friendly Separate Teams With Own Starting Base.

Thanks mate. I used your scenario before we had talked ages ago. I liked the new changes / features with the PvP Map. That being said I will be sure to check yours out in the future. I'm not sure how you deal with biters and far away bases and such but it's dealt with well now in the PvP Scenario. R...
by Kane
Tue May 02, 2017 6:59 pm
Forum: General discussion
Topic: Re-Enable Achievements...
Replies: 106
Views: 149244

Re: Re-Enable Achievements...

Does anyone know if there is a way to force a scenario to work? I'm playing the PvP one and I sadly get a scenario error.
by Kane
Tue May 02, 2017 6:07 pm
Forum: Not a bug
Topic: [0.15.6] High Level flamethrower = Less Forest Fires Chance
Replies: 1
Views: 812

[0.15.6] High Level flamethrower = Less Forest Fires Chance

This was reported on reddit: https://www.reddit.com/r/factorio/comments/68tibj/higher_flamethrower_damage_kills_trees_so_fast/ I feel this in a grey line of a feature / bug so will let you guys decide. So when your skill gets higher the tree's kind of instant die meaning that forest fires become a b...
by Kane
Mon May 01, 2017 9:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.1x.x] [Harkonnen] Huge bias in biter north expansion
Replies: 10
Views: 5109

Re: [0.1x.x] [Harkonnen] Huge bias in biter north expansion

Damn... My friend goes south east and I went north east :P Now I'm starting to see why :P
by Kane
Mon May 01, 2017 11:01 am
Forum: Ideas and Suggestions
Topic: [0.15]+ Per Save Local Achievements.
Replies: 3
Views: 2420

Re: [0.15]+ Per Save Local Achievements.

It would be a nice feature to have / add is some sort of check mark or it does not even need that but some sort of Per World Achievements. Once you earn them all or many of them sometimes you make new worlds and like the feeling and enjoyment of earning them again and again. This would be a nice fe...
by Kane
Sun Apr 30, 2017 5:11 am
Forum: Resolved Problems and Bugs
Topic: [15.3] Resource settings doesn't change with presets.
Replies: 10
Views: 3056

Re: [15.3] Resource settings doesn't change with presets.

Thanks guys I also was getting annoyed with this I just spammed reset over and over hehe.
by Kane
Sun Apr 30, 2017 5:00 am
Forum: Not a bug
Topic: [0.15.4] Small Rounding Issues with Fluid Wagon
Replies: 3
Views: 1146

Re: [0.15.4] Small Rounding Issues with Fluid Wagon

Rseding91 wrote:This is the nature of fluids in Factorio. You'll need to use 3 pumps if you want all 3 tanks to be at 100%.
Thanks boss!
by Kane
Sun Apr 30, 2017 3:21 am
Forum: Resolved Problems and Bugs
Topic: [0.15.4] Issue Seeing Allied Friends names (but not icons)
Replies: 2
Views: 1040

[0.15.4] Issue Seeing Allied Friends names (but not icons)

Sorry I could not find everything into the title. I'm playing the PvP Map I don't know if this is a feature of the PvP map or a bug with the actual function the pvp map uses. Anyways we are allied teams on separate forces. I can see his name outside of radar locations. For example: http://i.imgur.co...
by Kane
Sun Apr 30, 2017 3:17 am
Forum: Not a bug
Topic: [0.15.4] Small Rounding Issues with Fluid Wagon
Replies: 3
Views: 1146

[0.15.4] Small Rounding Issues with Fluid Wagon

Not sure if this will have an effect on conditions and such. But it's also a tad of an eyesore. Brand new tank of course water was hooked up and fine.

Not a big deal but I assume you like to know any bug no matter the size.

Image
by Kane
Sat Apr 29, 2017 7:30 pm
Forum: General discussion
Topic: Tank flamethrower - why doesn't it set things on fire?
Replies: 18
Views: 11550

Re: Tank flamethrower - why doesn't it set things on fire?

Escadin wrote:I tested the new personal laser defense in combination with the tank. It is absolutely INSANE. You should definitely give it a try!

Static discharger is next.
I love me some discharge!
by Kane
Sat Apr 29, 2017 6:54 pm
Forum: Maps and Scenarios
Topic: Wanted: PvE Friendly Separate Teams With Own Starting Base.
Replies: 21
Views: 14057

Re: Wanted: PvE Friendly Separate Teams With Own Starting Base.

Much much better. I did not expect to see this anytime soon Thank you :)
by Kane
Sat Apr 29, 2017 10:18 am
Forum: General discussion
Topic: 0.15 Savefile editing - Adjusting Difficulty setting
Replies: 4
Views: 2086

Re: 0.15 Savefile editing - Adjusting Difficulty setting

You could run a command.. I am not sure if this will be the change you need though as I am not sure what all railworld changes /c game.map_settings.enemy_expansion.enabled = true /c game.map_settings.enemy_expansion.max_expansion_distance = 7 Just the first is needed. It just literally turns it off...
by Kane
Sat Apr 29, 2017 10:14 am
Forum: Resolved Problems and Bugs
Topic: [0.15.1] [kovarex] Any Mouse Buttons Moves GUI Around The Screen.
Replies: 2
Views: 1185

Re: [0.15.1] Any Mouse Buttons Moves GUI Around The Screen.

Like to add to this. It seems to effect any and all GUI/interface. I noticed a lot of times I will hit one my mouse buttons while menu is up and accidentally quit and such haha. I can see this being a low priority feature but it's one I hope that is not too hard down the road.
by Kane
Sat Apr 29, 2017 8:52 am
Forum: Not a bug
Topic: [0.15.3] Infinite Research Req Breaks at 64bit integer limit
Replies: 3
Views: 2227

[0.15.3] Infinite Research Req Breaks at 64bit integer limit

I doubt this will be fixed but I thought I should report it hehe. Between 50-100 it breaks :) 50x: https://i.imgur.com/SB4o6AI.png 100x: https://i.imgur.com/cabbgf3.png 200x https://i.imgur.com/l1lfKQ3.png 400x https://i.imgur.com/8qF5BHn.png 800x https://i.imgur.com/9AdJLqY.png 1600x https://i.imgu...
by Kane
Sat Apr 29, 2017 8:08 am
Forum: General discussion
Topic: Tank flamethrower - why doesn't it set things on fire?
Replies: 18
Views: 11550

Re: Tank flamethrower - why doesn't it set things on fire?

posila wrote:
Escadin wrote:I'm super excited about the acid cannon idea. I just know you're gonna nail the aesthetics!
It would be just change of flamethrower effect to something else, different icon and different ammo, no extra visuals on the tank itself.
So red flame acid :P?

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