Search found 337 matches

by roy7
Tue Aug 23, 2016 12:17 pm
Forum: General discussion
Topic: Release 14
Replies: 5
Views: 1933

Re: Release 14

The FFF made it sound like just a few weeks. :)
by roy7
Fri Aug 19, 2016 9:46 pm
Forum: News
Topic: Friday Facts #152 - Team production challenge
Replies: 46
Views: 25258

Re: Friday Facts #152 - Team production challenge

I'm pretty sure the idea is to run this on the new multiplayer code? It would be senseless to test 0.13 now. Sounded to me like they wanted to harden 0.13: We wanted to use 0.13 stable release as an opportunity to test the marketing benefits steam offers, but since a big part of the update is the i...
by roy7
Sat Aug 13, 2016 12:54 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.14] Desyncs in modded server
Replies: 4
Views: 1401

Re: [0.13.14] Desyncs in modded server

From several other reports that were also moved to Resolved for the next release: I finally found what I think could be the cause of these desyncs and fixed it for 0.13.16. If you keep having desyncs in 0.13.16 please make a new bug report. Fantastic, thank you. My random modded multiplayer gaming ...
by roy7
Fri Aug 12, 2016 2:22 am
Forum: Resolved Problems and Bugs
Topic: [0.13.14] Desyncs in modded server
Replies: 4
Views: 1401

Re: [0.13.14] Desyncs in modded server

Since this was moved into "resolved for next release", does that suggest an actual bug was found/fixed and it wasn't a mod at fault?
by roy7
Sat Aug 06, 2016 2:53 am
Forum: Resolved Problems and Bugs
Topic: [0.13.14] Desyncs in modded server
Replies: 4
Views: 1401

[0.13.14] Desyncs in modded server

Basically same report as here: https://forums.factorio.com/viewtopic.php?f=11&t=30339 But with latest version. Had two desyncs just a minute or two apart. One was when I placed an assembly machine on the ground, the next was when I was copy pasting settings from assembly machines to requester ch...
by roy7
Fri Aug 05, 2016 4:04 pm
Forum: News
Topic: Friday Facts #149 - Deep down in multiplayer
Replies: 38
Views: 21353

Re: Friday Facts #149 - Deep down in multiplayer

Do we know if this will launch in some version of 0.13.x once ready, or will it wait for 0.14.0?
by roy7
Tue Aug 02, 2016 2:21 am
Forum: Resolved Problems and Bugs
Topic: Desync report (heavily modded)
Replies: 2
Views: 1085

Re: Desync report (heavily modded)

Followup: Admin restarted server, and I was able to connect without a desync.
by roy7
Tue Aug 02, 2016 2:15 am
Forum: Resolved Problems and Bugs
Topic: Desync report (heavily modded)
Replies: 2
Views: 1085

Desync report (heavily modded)

I'm sure it's mod related, it almost always is... but if someone would like to take a peek and see which mod(s) are at fault. I've played about 8 hours on this map problem free but my USB wireless device crashed and I had to reset it and reconnect to server. I always instant desync now. The other pl...
by roy7
Thu Jul 21, 2016 2:13 pm
Forum: Implemented Suggestions
Topic: --mod-directory
Replies: 7
Views: 7450

Re: --mod-directory

Thank you Oxyd!
by roy7
Sun Jul 10, 2016 3:49 pm
Forum: Ideas and Suggestions
Topic: [0.13] Display Turret Range
Replies: 12
Views: 4353

Re: [0.13] Display Turret Range

Ahh I came to post this suggestion as well but I see it's already been suggested. :) (To show other turret coverage ranges when placing another one.)
by roy7
Tue Jun 28, 2016 3:18 am
Forum: Balancing
Topic: (0.13) Disparity of starting resource generation
Replies: 6
Views: 3106

Re: (0.13) Disparity of starting resource generation

It seems like resources are spread out more like RSO... but you can't guaranteed a bit of every item in your starting area unlike RSO.
by roy7
Fri Jun 24, 2016 6:18 pm
Forum: Implemented Suggestions
Topic: --mod-directory
Replies: 7
Views: 7450

Re: --mod-directory

There is a better way of doing it than 8 different installations (and why on the desktop? That's a terrible idea!) Your could simply have 8 different mod folders in your game directly, and rename the one you want to use back to "mods" to activate it. It's just lazyiness basically. And by ...
by roy7
Thu Jun 23, 2016 11:33 pm
Forum: Implemented Suggestions
Topic: --mod-directory
Replies: 7
Views: 7450

--mod-directory

I'd like a way to change the mod directory Factorio uses on the command line. Right now I have 9 "local folder" versions of Factorio installed on my desktop. The reason is I sometimes play on various public servers, or with friends, etc, and each has a different mix of mods. So what I do i...
by roy7
Sun Jun 19, 2016 2:53 pm
Forum: News
Topic: Friday Facts #143 - Nat Punching Again
Replies: 114
Views: 48826

Re: Friday Facts #143 - Nat Punching Again

I wonder if new maps will store the creator's steam ID so only he can unlock achievements with it? Or can people just share save game files and unlock achievements that way? It'd be annoying to see a lot of that happening. :) Also any word if you can get achievements in multiplayer vanilla, or only ...
by roy7
Thu Jun 16, 2016 12:49 am
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 119282

Re: [MOD 0.12.12+] Research queue 1.2.6

Then i use your mod my game starts i don't now how to say 3 sec normal 1 sec frozen 3 sec normal 1 sec frozen .... till i have queued recipes then i don't research 60/60 no problem Yes, I've heard more people complain about that, but I don't have it on my machine. Mind posting a list of all the mod...
by roy7
Tue Jun 14, 2016 12:17 pm
Forum: Ideas and Suggestions
Topic: Putting bot items to same crates should be range-limited
Replies: 4
Views: 1112

Re: Putting bot items to same crates should be range-limited

Not the solution you are suggesting but as a work around you can drop a nearby storage chest and put at least one one of each item you are deconstructing in it. Then the bots will drop it all in there.
by roy7
Tue Jun 14, 2016 12:14 am
Forum: Multiplayer
Topic: [Vanilla|0.14|US] SUG Dedicated Server
Replies: 416
Views: 173776

Re: [Vanilla|0.12.35|US] MP Dedicated Server

When a vanilla server is desyncing I can't help but think some sort of bug still remains out there. :)
by roy7
Tue Jun 07, 2016 10:50 pm
Forum: Multiplayer
Topic: [Mods|0.12.35|US] MP Dedicated Server (TEMP OFFLINE)
Replies: 434
Views: 147201

Re: [Mods|0.12.34|US] MP Dedicated Server

NoPantsMcDance wrote:
roy7 wrote:Can we get some .35 love for USA-modded? :)
It would appear the windows server doesn't want to work anymore. Give me a while to figure out why tcadmin is being retarded.
Time to move it to linux instead?
by roy7
Tue Jun 07, 2016 10:35 pm
Forum: Multiplayer
Topic: [Mods|0.12.35|US] MP Dedicated Server (TEMP OFFLINE)
Replies: 434
Views: 147201

Re: [Mods|0.12.34|US] MP Dedicated Server

Can we get some .35 love for USA-modded? :)
by roy7
Sun May 29, 2016 1:57 pm
Forum: Multiplayer
Topic: [Mods|0.12.35|US] MP Dedicated Server (TEMP OFFLINE)
Replies: 434
Views: 147201

Re: [Mods|0.12.34|US] MP Dedicated Server

I like the big train setup someone made. :)

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