Search found 9 matches

by vaultdweller
Mon Aug 15, 2016 10:55 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 316729

Re: [0.12.x][v0.12.10] Bob's Logistics mod

I'm not sure the best way to handle it, but I am definitely open to feedback. Perhaps the auto change to an inserter's defaults could be another checkbox on the menu. Have you looked at how GotLag handles adjusting inserter settings in his Near Inserters mod? His mod doesn't allow long-handed adjus...
by vaultdweller
Thu Jun 23, 2016 5:44 pm
Forum: Mods
Topic: [MOD 0.13.x] Tree Sapling Mod v0.1.4
Replies: 19
Views: 14219

Re: [MOD 0.12.x] Tree Sapling Mod v0.1.2

This mod does not seem to work in multiplayer and causes a neverending desync loop. It uses a random number generator call when checking if a sapling should turn into a tree; each player generates a different random number, causing the desync. We had to edit that function to make the saplings becom...
by vaultdweller
Sun Jun 05, 2016 2:06 pm
Forum: Not a bug
Topic: [0.12.24 steam] fps cut to 30, save specific
Replies: 12
Views: 5511

Re: [0.12.24 steam] fps cut to 30, save specific

Yes, we might do some optimisation of insertion into big inventories, as big storages is something we might use as well in the future. I'm just curious if this optimization was among the improvements that have been implemented for the 0.13 build. The combination of Warehousing plus Marathon has ren...
by vaultdweller
Tue May 31, 2016 4:08 am
Forum: Mods
Topic: [MOD 0.12.17+] Combat variations 0.1.1
Replies: 39
Views: 15426

Re: [MOD 0.12.17+] Combat variations 0.1.0

A few thoughts after using this: I found it effectively impossible to use the explosive shells in cannon turrets, as they end up absolutely wrecking my walls with the splash damage. Is there any possibility of implementing a minimum range for these turrets, so they won't shoot at targets that are to...
by vaultdweller
Thu May 26, 2016 2:40 pm
Forum: Mods
Topic: [MOD 0.13.x] Tree Sapling Mod v0.1.4
Replies: 19
Views: 14219

Re: [MOD 0.12.x] Tree Sapling Mod v0.1.2

This mod does not seem to work in multiplayer and causes a neverending desync loop. It uses a random number generator call when checking if a sapling should turn into a tree; each player generates a different random number, causing the desync. We had to edit that function to make the saplings become...
by vaultdweller
Wed Apr 20, 2016 5:11 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 35539

Re: [MOD 0.12.x] Rescaled Evolution Factor

Excellent. Thanks for the clarification.
by vaultdweller
Wed Apr 20, 2016 4:54 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 35539

Re: [MOD 0.12.x] Rescaled Evolution Factor

With my mod this changes totally. That three values will still be important but in a different way. Time increases the evolution factor to a maximum of ten percent (after 24 hours gameplay time, exponential progress) now. Destroying spawners will increase the factor to a maximum of thirty percent. ...
by vaultdweller
Sat Apr 02, 2016 10:34 pm
Forum: Mods
Topic: [MOD 0.12.x] Enhanced Map Colors
Replies: 31
Views: 20242

Re: [MOD 0.12.x] Enhanced Map Colors

http://imgur.com/IKHkVG1

Looks like the mod is packaged with an incorrect filename.
by vaultdweller
Mon Mar 28, 2016 4:13 pm
Forum: General discussion
Topic: Is there a way to edit existing saves?
Replies: 3
Views: 3283

Re: Is there a way to edit existing saves?

I can't offer you any help with that error, except to confirm that the --map2scenario option still works for me on 0.12.29 (though it did create issues with some mods). So, you can disregard the age of the posts, as this method should still be relevant.

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