Search found 9 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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. ...
- Sat Apr 02, 2016 10:34 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Enhanced Map Colors
- Replies: 31
- Views: 20242
- 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.