Search found 337 matches
- 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.
- 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...
- 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 ...
- 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?
- 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...
- 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?
- 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.
- 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...
- Thu Jul 21, 2016 2:13 pm
- Forum: Implemented Suggestions
- Topic: --mod-directory
- Replies: 7
- Views: 7450
Re: --mod-directory
Thank you Oxyd!
- 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.)
- 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.
- 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 ...
- 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...
- 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 ...
- 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...
- 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.
- 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.
- 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
Time to move it to linux instead?NoPantsMcDance wrote:It would appear the windows server doesn't want to work anymore. Give me a while to figure out why tcadmin is being retarded.roy7 wrote:Can we get some .35 love for USA-modded?
- 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?
- 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.