Search found 99 matches
- Mon Nov 14, 2016 9:58 am
- Forum: Mods
- Topic: [MOD 0.13.x | 0.14.x] Scaled Alien Evolution
- Replies: 15
- Views: 7697
Re: [MOD 0.13.x | 0.14.x] Scaled Alien Evolution
Ok, I have a thought about this... Perhaps, look into basing the limitation, not on available science packs, but on available research? So, say I have 140 items of research in my tree, total, and of those 140, I currently have 95 unavailable to be researched yet (red), so, (140-95)/140=~0.3214 for a...
- Sun Nov 13, 2016 2:43 pm
- Forum: Ideas and Suggestions
- Topic: Remove guns and green ammo
- Replies: 5
- Views: 3953
Re: Remove guns and green ammo
could always just leave it on your ammo belt, and eventually, it'll all be used up...
-- Smoov
-- Smoov
- Fri Nov 11, 2016 1:28 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 221565
Re: [MOD 0.13] Black Market (sell and buy on the market)
Perhaps a mode where there is a certain amount of demand on the market, and once that demand is fulfilled, you can't sell any more, until later, when demand for it picks back up again.
-- Smoov
-- Smoov
- Thu Nov 03, 2016 7:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.13.9] [Reopened] Rounding errors with GUI vs. game logic
- Replies: 13
- Views: 11639
Re: [Rseding91] [0.13.9] [Reopened] Rounding errors with GUI vs. game logic
This issue isn't about fluid dynamics at work, but about floating point values being truncated to integer instead of rounded to integer.
How the fluid gets into the tank isn't really relevant here.
-- Smoov
How the fluid gets into the tank isn't really relevant here.
-- Smoov
- Sun Oct 30, 2016 9:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.13.9] [Reopened] Rounding errors with GUI vs. game logic
- Replies: 13
- Views: 11639
Re: [Rseding91] [0.13.9] [Reopened] Rounding errors with GUI vs. game logic
my point is simply that the tank has a 2500 capacity, and with the 5/4 rounding from floating point to integer values on the circuit network, I only had to put 2500 to be 'full'... multiplied by the amount of tanks when monitoring others... setting up displays also, would round properly. didn't matt...
- Fri Oct 28, 2016 5:57 pm
- Forum: Resolved Problems and Bugs
- Topic: Full tank not full for logistics
- Replies: 16
- Views: 12529
Re: Full tank not full for logistics
Not that my vote matters, but if I had one, I would want to have the 5/4 rounding back. (even with multiplying fluid volumes by 10x). Testing my 4 tanks together, for volume of 10,000 to see if they're full, and 0, to see if they're empty, just makes more sense to me than testing for 9,996. Unless t...
- Fri Oct 28, 2016 5:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.13.9] [Reopened] Rounding errors with GUI vs. game logic
- Replies: 13
- Views: 11639
Re: [Rseding91] [0.13.9] [Reopened] Rounding errors with GUI vs. game logic
Perhaps the best idea for this would be for a config option to enable/disable 5/4 rounding?
Personally, I would prefer using 5/4 rounding.
-- Smoov
Personally, I would prefer using 5/4 rounding.
-- Smoov
- Thu Oct 27, 2016 5:48 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 221565
Re: [MOD 0.13] Black Market (sell and buy on the market)
Well, if I remember correctly, the prices are supposed to do some sliding based on supply and demand... so that the more an item is sold, the more downward pressure on the price, and the more an item is bought, the more upward pressure. I haven't used it over a long enough period of time to confirm....
- Mon Oct 24, 2016 9:44 pm
- Forum: Mods
- Topic: [MOD 0.13.x | 0.14.x] Scaled Alien Evolution
- Replies: 15
- Views: 7697
Re: [MOD 0.13.x | 0.14.x] Scaled Alien Evolution
Sorry, I missed the forum thread updates in my email... noticed the new version when I checked for updates. I've currently, been manually reducing evolution factor from time to time as I build, but I'll start letting it creep up and see how it behaves. I currently have red, green, and blue, unlocked...
- Thu Oct 20, 2016 7:00 am
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 221565
Re: [MOD 0.13] Black Market (sell and buy on the market)
Ok... for some reason, this mod doesn't seem to want to work anymore... Factorio 0.14.14 I'm used to seeing the mod rescan prices when I load my saved game, but today, it hasn't done that. I can manually rescan just fine... I can manually buy and sell just fine... however, it doesn't appear to be ru...
- Mon Oct 17, 2016 4:17 pm
- Forum: Mods
- Topic: [MOD 0.13.x | 0.14.x] Scaled Alien Evolution
- Replies: 15
- Views: 7697
Re: [MOD 0.13.x | 0.14.x] Scaled Alien Evolution
remember, I pulled the "+ 2" out of my ass... maybe "+ 1", or "+ 1.5" or some other value would work out better... in fact, thinking about it, I wouldn't go less than "+ 1", as that would allow for another step beyond the last science pack, which could allow f...
- Mon Oct 17, 2016 1:12 pm
- Forum: Mods
- Topic: [MOD 0.13.x | 0.14.x] Scaled Alien Evolution
- Replies: 15
- Views: 7697
Re: [MOD 0.13.x | 0.14.x] Scaled Alien Evolution
Ok, that was part of the confusion, in the way you originally described it... 'minlimitationatsciencepack2=25' implies with the name, that evolution will be no lower than that... but when you described it, you were saying that evolution will be no higher than that, as it defines the upper limit, and...
- Sun Oct 16, 2016 11:12 am
- Forum: Mods
- Topic: [MOD 0.13.x | 0.14.x] Scaled Alien Evolution
- Replies: 15
- Views: 7697
Re: [MOD 0.13.x | 0.14.x] Scaled Alien Evolution
So... with other mods, how is it limiting evolution? I'm currently using around 190 mods, including all of Bob's, which adds more types of alien research. I have a ton of technologies available to research still... so, is the limitation based on quantity of un-researched techs? Will the science limi...
- Tue Oct 11, 2016 5:43 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 360799
Re: [MOD 0.13.17] Rampant - 0.14.3
I have no idea what is causing it, but I will take a look at your save when i get some time. Good news. They were able to reproduce it and it will be fixed in 0.14.14. Ohh, nice... so it is sounding like it is actually a Factorio issue, and that Rampant AI just happened to be what exposed the issue...
- Sun Oct 09, 2016 7:57 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 360799
Re: [MOD 0.13.17] Rampant - 0.14.3
How large is your save file? Was this an upgrade, if so from what version to what version? Is there anymore of the error message you can provide? How large is the 180 mod pack + saves? I zipped up the appdata folder last night, and the archive comes to a little shy of 644MB. I can't tell you specif...
- Sun Oct 09, 2016 4:16 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 360799
Re: [MOD 0.13.17] Rampant - 0.14.3
No bad interactions that I'm aware of. I haven't ever seen anything like that. Does it still persist regardless of Rampant being active? (assuming you mean 'active' as in the mod is enabled) Was about to test that... (just woke up) -- Smoov edit: Just tested, and the save did load with Rampant AI d...
- Sat Oct 08, 2016 9:44 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 360799
Re: [MOD 0.13.17] Rampant - 0.14.3
I'm encountering an error, 5 different games now, preventing my save from loading... Looking at script.dat in the save file, it looks like it is relevant to Rampant AI... Error while running deserialisation: [string "do local _={regionMap={[1]={[1]={[1]=0,[2]=0,... "]:1: unexpected symbol ...
- Sat Oct 08, 2016 9:37 pm
- Forum: Modding discussion
- Topic: [Error] deserialisation: regionMap
- Replies: 2
- Views: 1377
Re: [Error] deserialisation: regionMap
Ok, well, hundreds of hits on that, but one of them was right next to, what I assume to be the beginning of a section for Rampant AI... shame... like that mod...
but, at least it points me somewhere... (194 mods loaded... hehe...)
Thanks for the suggestion. o/
-- Smoov
but, at least it points me somewhere... (194 mods loaded... hehe...)
Thanks for the suggestion. o/
-- Smoov
- Sat Oct 08, 2016 8:54 pm
- Forum: Modding discussion
- Topic: [Error] deserialisation: regionMap
- Replies: 2
- Views: 1377
[Error] deserialisation: regionMap
alright, I've had this same error 5 times now, in different games, unable to reload a save file. I'm running a lot of mods, and so far have been unable to determine which mod (or if it is even being caused by a mod in the first place) I've removed several mods each new game, but haven't found it yet...
- Mon Oct 03, 2016 10:02 pm
- Forum: Releases
- Topic: Version 0.14.12
- Replies: 15
- Views: 19412
Re: Version 0.14.12
It's difficult to convince the bean counters that spending hundreds of man hours fixing parts a customer doesn't see is a good idea. Judging from a couple other games I play, it is also difficult to convince them about fixing parts that are glaringly obvious for the player to see, as well. :D -- Sm...