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Sky Render Mar 23, 2019 @ 10:12am
Exoskeletons stopped working?
I can honestly say that, in nearly 500 hours of Factorio, I have never seem something like this happen. Spontaneously, every single Exoskeleton on my armor stopped working. Nothing will make them work again, either. I take them off and put them back on again, I remove the armor entirely, I swap out any and all items on my armor, nothing. Has anyone else ever seen this happen? And if so, how do I fix it? Running at 1/6th my usual blazing-fast speed is not fun.
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Showing 1-12 of 12 comments
Tankfriend Mar 23, 2019 @ 10:23am 
What about your personal batteries and power generators? Charged and working?
Last edited by Tankfriend; Mar 23, 2019 @ 10:23am
Sky Render Mar 23, 2019 @ 10:26am 
All equipment on the power armor works otherwise: 2 fusion reactors, 2 large batteries, 3 Mk. 2 shields, night vision goggles, and Roboport Mk. 2. I didn't even do anything that would normally trigger a speed drop (the usual culprit is walking through alien acid spit, after all).
Last edited by Sky Render; Mar 23, 2019 @ 10:26am
Sky Render Mar 23, 2019 @ 10:40am 
I revered to an autosave from 3 minutes prior to the strange occurrence and it fixed it. I'm keeping the affected save backed up, however, in case the developers want to take a look and see if they can identify what happened.
The_Mell Mar 23, 2019 @ 10:59am 
Are you using .17?
There's a feature now to deactivate exoskeleton via quickbar and maybe via key-combo.
Sky Render Mar 23, 2019 @ 1:51pm 
Originally posted by The_Mell:
Are you using .17?
There's a feature now to deactivate exoskeleton via quickbar and maybe via key-combo.

If the option for that is anywhere near the deconstruction one, that would probably be it. Why would you ever want to disable Exoskeletons, though? Weird.
impetus_maximus Mar 23, 2019 @ 2:10pm 
Originally posted by Sky Render:
Why would you ever want to disable Exoskeletons, though? Weird.
try walking up to a belt to take only one half of what is on it wearing 6 exo skeletons.
AlexMBrennan Mar 23, 2019 @ 2:26pm 
Why would you ever want to disable Exoskeletons, though?
For the same reason driving the car is a complete pain, and why no one who is serious about flight simulators uses a keyboard: You need analogue controls for precision so the devs had essentially two options - force the player to buy a console controller with an analogue stick, or add a "slow mode" toggle to the GUI.

I guess they thought that Factorio customers are insufficiently dedicated to shell out for a HOTAS?
Last edited by AlexMBrennan; Mar 23, 2019 @ 2:27pm
The_Mell Mar 23, 2019 @ 2:42pm 
Originally posted by Sky Render:
Originally posted by The_Mell:
Are you using .17?
There's a feature now to deactivate exoskeleton via quickbar and maybe via key-combo.

If the option for that is anywhere near the deconstruction one, that would probably be it. Why would you ever want to disable Exoskeletons, though? Weird.
You can throw it out of quickbar with this little icon (on top right i think) - it let's you select which things show up on quickbar.
Aulden Sir Species Mar 28, 2019 @ 10:35am 
Originally posted by Sky Render:
If the option for that is anywhere near the deconstruction one, that would probably be it. Why would you ever want to disable Exoskeletons, though? Weird.

Early in game it's easy for the exo to take more battery power than you have available. The hotkey/button allows for quickly putting it on to run a long distance and then easily toggling off to stay in one place and work on things while your batteries recharge before using it again to run to the next place and so on. The hotkey can be unbound and the button removed from the interface if undesired.
Last edited by Aulden Sir Species; Mar 28, 2019 @ 10:37am
Toastie Buns Mar 30, 2019 @ 8:38pm 
Originally posted by impetus maximus:
Originally posted by Sky Render:
Why would you ever want to disable Exoskeletons, though? Weird.
try walking up to a belt to take only one half of what is on it wearing 6 exo skeletons.
I wear 8 and you get used to it, sod disabling anything. zooooooom
zOldBulldog Mar 31, 2019 @ 3:01am 
Rather than turning the exo on/off I like using the Progressive Running mod.

First steps are slow (for those crucial short movements) but it quickly goes to full speed.
TooTall1 Jul 8, 2019 @ 8:17pm 
Originally posted by Sky Render:
Originally posted by The_Mell:
Are you using .17?
There's a feature now to deactivate exoskeleton via quickbar and maybe via key-combo.

If the option for that is anywhere near the deconstruction one, that would probably be it. Why would you ever want to disable Exoskeletons, though? Weird.
Yep, just to the right of the upgrade planner (the green button) .

Had me searching till i found this post, thanks.
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Date Posted: Mar 23, 2019 @ 10:12am
Posts: 12