Search found 19 matches

by skintkingle
Mon Oct 17, 2016 7:52 pm
Forum: Duplicates
Topic: [0.14.14] Landfill can fill in an offshore pump
Replies: 7
Views: 3213

Re: [0.14.14] Landfill can fill in an offshore pump

Okay, what's the logic behind it not being a bug?
by skintkingle
Mon Oct 17, 2016 7:08 pm
Forum: Duplicates
Topic: [0.14.14] Landfill can fill in an offshore pump
Replies: 7
Views: 3213

[0.14.14] Landfill can fill in an offshore pump

https://dl.dropboxusercontent.com/u/3584156/Offshore%20pump.PNG Picture and subject basically says it all. I could place landfill over an offshore pump which made it an.... inland pump?!. I would expect either the landfill to not be allowed to be placed over the offshore pump, or for the offshore p...
by skintkingle
Sun Jan 31, 2016 7:47 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.22] merge_forces causes crash
Replies: 1
Views: 5912

[0.12.22] merge_forces causes crash

Hi Guys, our multiplayer game has just come to a conclusion, some minor battles were seen, one very sprawling player sprawled all over and claimed victory. We were going to merge our forces and have a gander at eachothers base, shake hands, pat eachother on the back, etc but when we came to merge ou...
by skintkingle
Fri Jan 08, 2016 10:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.21] [kovarex] Stations of other forces show up in station UI
Replies: 1
Views: 7594

[0.12.21] [kovarex] Stations of other forces show up in station UI

Extension to this: https://forums.factorio.com/forum/viewtopic.php?f=11&t=18485 We can no longer see eachothers stations in the available destinations, but we can see eachothers stations when we are looking at a station directly (I.E to rename a station). The station list in there is still conta...
by skintkingle
Wed Jan 06, 2016 12:55 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.12.20] bullet weapons ignore vehicles
Replies: 2
Views: 10179

Re: [Oxyd] [0.12.20] bullet weapons ignore vehicles

I'm loving it, I feel like the 2 friends I'm playing with may be enjoying it less as I had quite a successful defence plan and they both died last night but I didn't. so +1 to me yay! I think the biggest problem with people not using the forces mechanic for going against eachother is how difficult i...
by skintkingle
Tue Jan 05, 2016 10:12 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.12.20] bullet weapons ignore vehicles
Replies: 2
Views: 10179

[Oxyd] [0.12.20] bullet weapons ignore vehicles

My friend was sad on our PVP map when machineguns shoot through tanks and damage the person directly. Let me set the scene. We're playing with forces still, I go out and attack my friends factory, have a little nibble at his wall and turrets with my tank, he comes out with his tank, we have a little...
by skintkingle
Mon Dec 14, 2015 10:08 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.20] [kovarex] Stations of other forces showing up
Replies: 1
Views: 9579

[0.12.20] [kovarex] Stations of other forces showing up

This may be grabbed during the train condition rework (Or further re-factoring of the forces mechanic in the game). A couple of friends and I are doing a 1v1v1 game and 2 of us have just got to trains. We've noticed that both our train stations are showing up in the list of optional destinations eve...
by skintkingle
Sat Aug 29, 2015 8:40 pm
Forum: Releases
Topic: Version 0.12.5
Replies: 42
Views: 50240

Re: Version 0.12.5

In the 0.12.5 version while playing multiplayer I am getting auto-saves every minute, regardless of the setting I use on launch. Also, instead of saving three, it is keeping all of them, I now have up to _autosave20 in my save file list. Additionally, if I disable autosave entirely, it still contin...
by skintkingle
Sat Aug 29, 2015 6:59 pm
Forum: Releases
Topic: Version 0.12.5
Replies: 42
Views: 50240

Re: Version 0.12.5

I think I know what's happening here. You said you've got up to autosave 20? I'm guessing you have autosave set to 20 minutes. I have 10 autosaves, and I have my autosave set to 10 minutes, and it is saving every minute. I think someone's switched over a value incorrectly. :) Someone needs a bottom ...
by skintkingle
Sun Apr 19, 2015 12:31 pm
Forum: Not a bug
Topic: [0.11.21] Refuelling sadness
Replies: 9
Views: 6716

Re: [0.11.21] Refuelling sadness

Yeah I know.. I understand that as well. I wasn't posting here expecting a fix or a change now. This is now a reach out to them to re-evaluate their decision earlier... Nothing more.. So thanks for the clarification anyway. But I did already know that. ^_^... Sorry I didn't mean to come across as at...
by skintkingle
Sun Apr 19, 2015 11:43 am
Forum: Not a bug
Topic: [0.11.21] Refuelling sadness
Replies: 9
Views: 6716

Re: [0.11.21] Refuelling sadness

I would much rather implore factorio Devs to rethink this kind of functionality. It can be standardised in a much more logical way. Thinking out loud if you have event subscriptions to the object in the cell the inserter is looking at, to monitor when inventories change, you have a subscription to e...
by skintkingle
Sun Apr 19, 2015 11:18 am
Forum: Not a bug
Topic: [0.11.21] Refuelling sadness
Replies: 9
Views: 6716

Re: [0.11.21] Refuelling sadness

Oh damn... That is.... reallllly annoying. I have no idea how i've not noticed it since then.. Maybe it was that far back.. maybe I read 0.11.6 and not 0.11.16.... I thought unified behaviour would be if there's a special slot for the resource, dont put into normal storage, otherwise, put into norma...
by skintkingle
Sun Apr 19, 2015 10:59 am
Forum: Not a bug
Topic: [0.11.21] Refuelling sadness
Replies: 9
Views: 6716

[0.11.21] Refuelling sadness

Now I would call this a bug, because it worked before, and now this has been introduced. Our map has a garage of sorts, self-contained on the outside of our factory, it has tanks and vehicles in it sitting in garage spots. This was fine before (version between 0.11.17 and 0.11.21). the last version ...
by skintkingle
Wed Nov 26, 2014 12:53 pm
Forum: Modding help
Topic: [0.11.3] Running custom functions from MP
Replies: 5
Views: 2287

Re: [0.11.3] Running custom functions from MP

yeah I thought i'd give it a go none the less. As the "player" is a class that controls how the player interacts with the game, not the in-game character instance. So i presumed I could set how what the player is currently controlling (car, train, character, etc) via that setcontroller fun...
by skintkingle
Tue Nov 25, 2014 11:38 pm
Forum: Modding help
Topic: [0.11.3] Running custom functions from MP
Replies: 5
Views: 2287

Re: [0.11.3] Running custom functions from MP

Hi, further to my code addition, I now have the function working faultlessly in-game.. but code I believed to be setting what controls what where why etc does not do what i expected it to do. This is my code now: remote.addinterface("skint", { enableTravel = function() for _,c in ipairs(ga...
by skintkingle
Tue Nov 25, 2014 10:49 pm
Forum: Modding help
Topic: [0.11.3] Running custom functions from MP
Replies: 5
Views: 2287

Re: [0.11.3] Running custom functions from MP

Beautiful, the remote.addinterface, right on the money. I knew about the ordering of how to access player/players from sp/mp and its syntax, but thanks for clarification anyway. And thanks for supplying the solution for me, muchas gracias
by skintkingle
Mon Nov 24, 2014 7:26 pm
Forum: Modding help
Topic: [0.11.3] Running custom functions from MP
Replies: 5
Views: 2287

[0.11.3] Running custom functions from MP

Hi Guys, I'm running the latest version of factorio and i've come across a little niggly issue. My friend and I wanted to start, travel away from eachother, and each make factories ourselves, and work against eachother, then build up the possibility of using the rail system for other more railway'ey...
by skintkingle
Mon Nov 24, 2014 7:14 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.3] Manual Train Control changes
Replies: 3
Views: 1614

Re: [0.11.3] Manual Train Control changes

That would be my presumption as well, and when it reverses, the train itself is considered reversed, but the rolling stock (which hits the junction first before the train) is not travelling backwords as far as it's concerned, and so the controls freak out.

That would be my (semi) educated guess.
by skintkingle
Sat Nov 22, 2014 1:39 am
Forum: Resolved Problems and Bugs
Topic: [0.11.3] Manual Train Control changes
Replies: 3
Views: 1614

[0.11.3] Manual Train Control changes

Hi Guys, Replicatable, I've tested this in Multiplayer with my friend and we can both reproduce the issue. When you are just locomotives in your consist (1 or many locomotives, but ONLY locomotives) when reversing you hold right to take a right junction and left to take a left junction. When you con...

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