Search found 24 matches

by EoRaptor
Sat Jun 27, 2020 7:17 am
Forum: Technical Help
Topic: Cant connect to multiplayer server
Replies: 5
Views: 213

Re: Cant connect to multiplayer server

Although lowering the max_upload_speed for the server does help, it is no solution. As the map gets larger, connecting to the server gets more and more painful... And you can not expect every server to lower it's max_upload_speed to allow people to be able to join. A permanent solution has to be fou...
by EoRaptor
Mon Jun 08, 2020 2:38 pm
Forum: Technical Help
Topic: headless server - download map stops
Replies: 4
Views: 153

Re: headless server - download map stops

Thanks for the reply!
Lowering that setting worked.

I must admit that i was skeptic on the answer till i tested that and seen that it worked.


I am curious to know why that works like this. Do you know the answer to the why?

Regards,
by EoRaptor
Mon Jun 08, 2020 8:07 am
Forum: Technical Help
Topic: headless server - download map stops
Replies: 4
Views: 153

headless server - download map stops

I have setup a headless linux server. I can connect through either LAN or the public game-browser. A second person connects without problems through either steam-list or the public game-browser without problems as well. A 3rd person trying to connect through the public-game browser is disconnected w...
by EoRaptor
Fri Jun 14, 2019 9:00 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.49] Crash: this->reservedFor.isZero() == (this->reservedForCount == 0)
Replies: 9
Views: 891

Re: [kovarex] [0.17.49] Crash: Error RailSignalBase.cpp:73: this->reservedFor.isZero() == (this->reservedForCount == 0)

I tried a few more things to remove the mentioned tracks: As removeing the LTN mod stops all trains, I tried putting all trains to manual - that allowed me to save the game as well after removeing the tracks. Another option i tried was to make sure that block was not used for train-pathing by removi...
by EoRaptor
Fri Jun 14, 2019 5:03 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.49] Crash: this->reservedFor.isZero() == (this->reservedForCount == 0)
Replies: 9
Views: 891

Re: [0.17.49] Crash: Error RailSignalBase.cpp:73: this->reservedFor.isZero() == (this->reservedForCount == 0) was not tr

I tried the attached save.
Only managed to save the game after the LTN mod was disabled - the other mods were still active.

Hope this helps
by EoRaptor
Wed Apr 03, 2019 2:32 pm
Forum: Duplicates
Topic: [0.17.24] Stainstation names horizontal
Replies: 1
Views: 103

[0.17.24] Stainstation names horizontal

In 0.17.24 i noticed the trainstation names all being horizontal again - 0 degrees.
In settings it is still at the default of 31 degrees.

Changing the setting has no effect.
I have no mods active.

Regards,
Eo
by EoRaptor
Mon Mar 11, 2019 2:13 pm
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 964
Views: 93125

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

kingarthur wrote:
Mon Mar 11, 2019 11:33 am
alright 0.0.44 is live.
many thanks for the quick update and fixes
by EoRaptor
Mon Mar 11, 2019 7:30 am
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 964
Views: 93125

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

kingarthur wrote:
Mon Mar 11, 2019 7:22 am
full set of py+bobs or only some of them?
Yes, I used all the PY and BOB's mods.
by EoRaptor
Mon Mar 11, 2019 7:05 am
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 964
Views: 93125

Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch

Hello, I got an issue as well - i got PY and BOB's installed - no Angels. The bob's mods add steel bearings to the crystal mine to mine quartz. Steel is unlocked by science - science needs glass (quartz). I am in a deadlock because of this - no quartz for science because of the need for steel in the...
by EoRaptor
Mon May 14, 2018 1:18 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1692
Views: 254883

Re: pY Coal Processing - Discussion

Hello Pyanodon and Nexela, First of all - many thanks for the great mod-sets! Keep up the excellent work! I did encounter a small issue whilst playing with PYCoal in combination with Bob'sElectronics: In the bob-updates.lue, add_ing is called to add 2 glass to the fiberglass-board recepi. Unfortunat...
by EoRaptor
Wed Nov 01, 2017 5:02 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 25330

Re: [MOD 0.15] Helicopters

sorry for the typo :?

alphabetically would be a great help - that gives the same sorting as trainstations
by EoRaptor
Tue Oct 31, 2017 12:05 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 25330

Re: [MOD 0.15] Helicopters

Hello kampu,

I like and use the helo a lot in my current map. Especially the remote control is very usefull.

The list of possible marked map locations is a long one for me. Would it be possible to sort the markers, or be able to add a search function?

Regards,
by EoRaptor
Tue Jun 13, 2017 4:30 am
Forum: Bob's mods
Topic: How to disable raw modules?
Replies: 1
Views: 553

How to disable raw modules?

Hello bob, First of all, thanks for the great set of mods. On a previous playthrough with your mods, we went a little overboard with modules and ended up breaking the game by inserting all lvl8 raw modules in all the buildings. That ended with crazy speeds and productivity. Yesterday we started a fr...
by EoRaptor
Thu Apr 27, 2017 9:59 am
Forum: Gameplay Help
Topic: Can I change the biter expansion to false?
Replies: 2
Views: 600

Can I change the biter expansion to false?

Hello,

I generated a new map in 0.15 on a headless server.
After a load of hours, we realized that the biter expansion is still true.

Is there a way to change that to false, and keep the biters away from liberated land?
by EoRaptor
Sat Feb 25, 2017 5:43 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 116763

Re: [Mod 0.14] Logistic Train Network 0.9.3

According to Ssilk, smarter trains somehow conflicts with LTN.
I'll check the mod pack out when I find the time.
Yes, but as i mentioned smart trains was switched for logistic trains. We only have logistic trains active on the map where the desyncs occured.
by EoRaptor
Sat Feb 25, 2017 2:20 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 116763

Re: [Mod 0.14] Logistic Train Network 0.9.3

If you could provide me with information about the mod(s) that cause LTN to produce desyncs I might be able to hunt them down. I have uploaded the used mod-pack to dropbox. https://www.dropbox.com/s/hst6zncjzwgxmqq/mods-desync.zip?dl=0 We started the map with smarter trains, but switched to logisti...
by EoRaptor
Sat Feb 25, 2017 1:36 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 116763

Re: [Mod 0.14] Logistic Train Network 0.9.3

Hello Operta, I recently added this mod to our mod-pack playing an angel-bob's mp-map. I do really like the mod and you have done an excellent job making it! Thanks. Unfortunately, eery time a train is dispatched, the joined ppl - not the server - get the message regarding the server not responding....
by EoRaptor
Fri Feb 17, 2017 6:29 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3050
Views: 387973

Re: Bugs & FAQ

First of all - thanks for the great set of mods you added to the game! Currently i am doing a angel-bob's map with most of the angel's mods - only the new angel-mods are not in the game. Whilst upgrading part my chemical build, i noticed that the chemical plants can't be replaced anymore. I have to ...

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