Loaded up my map without the one mod I use and the map crashes.
Mod Color-coding_1.0.2
link to save, log and mod
https://www.dropbox.com/s/bk4lrvm5uklbv ... h.zip?dl=0
Search found 300 matches
- Thu Aug 20, 2015 3:15 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4] [kovarex] Loading without mod crashes game
- Replies: 1
- Views: 1042
- Mon Aug 17, 2015 2:31 pm
- Forum: Show your Creations
- Topic: Look who's coming to dinner!!
- Replies: 7
- Views: 19480
Look who's coming to dinner!!
Edge of my 1 GW coal power plant. The neighbors keeping coming over uninvited, may have to go clean up the neighborhood a little.
Full World fully zoomed out map view
Full World fully zoomed out map view
- Mon Aug 17, 2015 2:10 pm
- Forum: Ideas and Suggestions
- Topic: World Generation Frustration
- Replies: 5
- Views: 3178
Re: World Generation Frustration
You are 100% correct. The worst part of the current terrain generation engine is it does not apply different rules to the starting area. The RSO mod attempts to do this but not sure it does it quite well enough (haven't played with it enough to say). They really need to make a starting area scale in...
- Mon Aug 17, 2015 2:06 pm
- Forum: Ideas and Suggestions
- Topic: Memos for other player (or note to self)
- Replies: 10
- Views: 4899
Re: Memos for other player (or note to self)
That would be a great to have feature.
- Mon Aug 17, 2015 2:01 pm
- Forum: Balancing
- Topic: Piercing rounds recipe should include regular rounds
- Replies: 21
- Views: 15718
Re: Piercing rounds recipe should include regular rounds
There is one resource that is finite: your time. The less efficient you are in using your raw materials, the more time you'll have to spend on expanding your mining operations, and the less you will get done. Leave the resource cost for the combat rebalance of 0.13, though. What I agree with OP on ...
- Mon Aug 17, 2015 1:50 pm
- Forum: Show your Creations
- Topic: Deploying large scale mining operations?
- Replies: 4
- Views: 11035
Re: Deploying large scale mining operations?
I have been having the same issue but have gotten the process down quite efficiently with the new personal roboport. My Model: 1. LARGE blueprint that has a large amount of miners in it. 50 - 100 miner range. Stamp that down to cover the patch and since the excess don't get placed you just deconstru...
- Fri Aug 14, 2015 6:57 pm
- Forum: News
- Topic: Friday Facts #99 - MP forwarding
- Replies: 43
- Views: 37596
Re: Friday Facts #99 - MP forwarding
Good updates, great to see the progress.
On the heat side of things, there is this new invention, only been around a couple of year .... air conditioning. Or is every home / office having A/C a US thing?
On the heat side of things, there is this new invention, only been around a couple of year .... air conditioning. Or is every home / office having A/C a US thing?
- Fri Aug 14, 2015 3:01 pm
- Forum: Ideas and Suggestions
- Topic: MP: one player manually saves, everyone gets that save.
- Replies: 4
- Views: 1436
Re: MP: one player manually saves, everyone gets that save.
I really like this idea as well. The only exception would be if you are running a headless server.
- Wed Aug 12, 2015 9:31 pm
- Forum: Balancing
- Topic: Comparison of end game costs (pre and post 0.12)
- Replies: 5
- Views: 11801
Re: Comparison of end game costs (pre and post 0.12)
We haven't seen the end game. This is just the 1st step to get you to the next step to get you to the step build / launch a spaceship.
As long as this requires a decent number of rockets to get to phase 2 / 3 I'm happy with these current resource requirements.
As long as this requires a decent number of rockets to get to phase 2 / 3 I'm happy with these current resource requirements.
- Wed Aug 12, 2015 9:30 pm
- Forum: Ideas and Suggestions
- Topic: Exclusion Chests / Inserters
- Replies: 6
- Views: 2132
Re: Exclusion Chests / Inserters
Process 30k+ iron and 30k+ copper / minute. YOu don't have time to run around filtering and nit picking it all.
I need automation!!!
I need automation!!!
- Tue Aug 11, 2015 5:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0][Twinsen] Miscolored text at times
- Replies: 19
- Views: 9841
Re: [0.12.0][Twinsen] Miscolored text at times
I have seen this as well. I will try running with the logging turned on to hopefully catch this issue.
- Tue Aug 11, 2015 5:49 pm
- Forum: Ideas and Suggestions
- Topic: Exclusion Chests / Inserters
- Replies: 6
- Views: 2132
Re: Exclusion Chests / Inserters
What exactly do you mean by: "Extra stuff"? And exactly because it's a niche feature, I'm sure you can find different ways to solve that issue. You can find other ways but they are horrible. Example of extra stuff: You have an unloading station that is bot driven. That unloading stations ...
- Tue Aug 11, 2015 4:23 pm
- Forum: Ideas and Suggestions
- Topic: Exclusion Chests / Inserters
- Replies: 6
- Views: 2132
Exclusion Chests / Inserters
Simple Concept (not sure how easy to implement). A simple setting on inserter to move all items BUT what is specified. A chest setting to request all items EXCEPT what is specified. Areas where this can be used greatly is in remote outposts where you want to unload all the "extra" stuff in...
- Tue Aug 11, 2015 4:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.x thru 0.12.3] Improper train routing
- Replies: 8
- Views: 8857
[0.11.x thru 0.12.3] Improper train routing
1. Create 2 - 4 stations with the same name. 2. Create a train with 1 station in it's routing list set to the name created in step 1 3. Create additional train stations that will be used for other trains to route through 4. Create enough trains with no stops in them and park them in front of the all...
- Sun Aug 09, 2015 3:32 pm
- Forum: Resolved Problems and Bugs
- Topic: Tree not auto-marked for removal when forcing blueprint
- Replies: 4
- Views: 5399
Re: Tree not auto-marked for removal when forcing blueprint
Can confirm, force placing worked better in 12.2 than in 12.3.
- Sun Aug 09, 2015 3:23 pm
- Forum: Ideas and Suggestions
- Topic: Temporary roboport capsule
- Replies: 4
- Views: 2668
Re: Temporary roboport capsule
I'm not really seeing the need for this. You can expand your personal roboport coverage by adding more ports.
- Thu Aug 06, 2015 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Modules for the Roboport
- Replies: 3
- Views: 8428
Re: Modules for the Roboport
Interesting concepts. I actually would prefer module slots be set in them to designate zones or other ports / chests that they work with. Having them all in the same network is quite limiting in many configurations.
- Thu Aug 06, 2015 7:53 pm
- Forum: Ideas and Suggestions
- Topic: Highlight depleted miners
- Replies: 8
- Views: 2748
Re: Highlight depleted miners
I like this idea, maybe color the ground under them or something?
- Wed Aug 05, 2015 6:01 pm
- Forum: Balancing
- Topic: Rockets need a small buff.
- Replies: 19
- Views: 24338
Re: Rockets need a small buff.
If you work with the assumption that some nests are just TOO big to face head on, a "sniper" variant of weapon makes a lot of sense. The rocket launcher would be well suited in this capacity, since the projectiles are fairly expensive and not terribly efficient otherwise. I have yet to ru...
- Mon Aug 03, 2015 11:15 pm
- Forum: Ideas and Suggestions
- Topic: Rail that pathfinding sees as 100 units long instead of 1
- Replies: 17
- Views: 6362
Re: Rail that pathfinding sees as 100 units long instead of 1
I like the concept of setting "rail yard" areas separate from main lines. If we had some way to make a section as a railyard entrance then a train just doesn't route through that section unless it needs a location in that railyard.