Search found 116 matches

by Darloth
Tue Aug 06, 2019 8:02 pm
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 78
Views: 7644

Re: [0.17.x] [Z] Adventure

In case the mod portal still isn't notifying you (though I think it should now) myself and others have been getting this showing up every second or so:

Code: Select all

ZAdventure/areas.lua:2034: attempt to call global 'switchGUI' (a nil value)
by Darloth
Fri Sep 28, 2018 11:14 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 16182

Re: Friday Facts #262 - Hello my name is: Compilatron

So have you fixed the bug yet where it uses the wrong parts of biter AI and destroys the player's base, by "accident" or otherwise?

(If so, did you save any gifs? ^_^)
by Darloth
Mon Feb 05, 2018 12:12 pm
Forum: Mods
Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
Replies: 29
Views: 5782

Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

I still really like this mod for expanding combat potential, so it would be lovely to see it in 0.16 whenever that becomes possible.

I'm building a trains and biters world right now and the thought that I'll have to do without glue and all sorts of fancy electric zaps is rather sad.
by Darloth
Fri Jul 07, 2017 7:14 pm
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 21854

Re: Friday Facts #198 - Rail segment visualisation

I quite liked in OpenTTD that rail blocks / segments would be highlighted by slightly brightening or darkening the tracks. It looks completely fine to have that happening pretty much all of the time since they don't leap out of the background as bright colors might, but you can easily see the differ...
by Darloth
Tue May 30, 2017 7:32 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 832
Views: 194981

Re: [MOD 0.14] AAI Programmable Vehicles

Another request to make the one-weapon-per-vehicle change a config option ideally exposed through the new mod options menu, please. If you really, really, really don't want to do that - can you at least make a player only "Multi-Tank" that's the vanilla tank? That's the only one where I really miss ...
by Darloth
Tue May 30, 2017 4:37 pm
Forum: Mods
Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
Replies: 29
Views: 5782

Re: [MOD 0.14] Supportive Weapons

Yep, that's very reasonable.

Thanks for letting us know it's still on the agenda!
by Darloth
Mon May 29, 2017 10:25 pm
Forum: Mods
Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
Replies: 29
Views: 5782

Re: [MOD 0.14] Supportive Weapons

Hopefully this is planned for an update to 0.15? While this sort of post is rather unnecessary most of the time, I'm making one here because this is one of the few mods that actually adds some interesting new combat bits. Factorio doesn't have that many, and so I'd be really sad to see this one go, ...
by Darloth
Mon May 29, 2017 9:00 pm
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 148
Views: 30313

Re: [MOD 0.15] AAI Industry

if power plant priority is still a thing, the burner turbines could be set to tertiary?
by Darloth
Mon May 29, 2017 8:45 pm
Forum: Mods
Topic: [MOD 0.14] Walls Block Spitters
Replies: 16
Views: 3796

Re: [MOD 0.14] Walls Block Spitters

Perhaps some sort of cross-compatibility mod could be written that depends on both of these being active and adjusts the new projectile accordingly. From the looks of things, if the projectile is put on layer 13 and given a collision box it should maybe work? In fact maybe just adding an optional de...
by Darloth
Thu May 11, 2017 12:50 pm
Forum: Mods
Topic: [MOD 0.15.x] Shield Pulse
Replies: 14
Views: 2744

Re: [MOD 0.15.x] Shield Pulse

Well here's the link to the save, see if it works for you?

https://www.dropbox.com/s/q045h4eyhs2pb ... s.zip?dl=0
by Darloth
Wed May 10, 2017 11:54 pm
Forum: Mods
Topic: [MOD 0.15.x] Shield Pulse
Replies: 14
Views: 2744

Re: [MOD 0.15.x] Shield Pulse

Indeed, changing line 107 to:

Code: Select all

                    if (grid ~= nil) and (grid.valid) then -- Check for grid existence.
has fixed the problem for me.

Now if dropbox would kindly hurry up with uploading the save, I'd gladly send it over...
by Darloth
Wed May 10, 2017 11:41 pm
Forum: Mods
Topic: [MOD 0.15.x] Shield Pulse
Replies: 14
Views: 2744

Re: [MOD 0.15.x] Shield Pulse

well with the latest version of the mod in the latest version of Factorio I get the grid error reliably on every load of the save I'm about to link you.

I think it's because you're checking grid.valid but haven't checked if grid itself is a null reference, on line 107 of control.lua.
by Darloth
Wed May 10, 2017 10:25 pm
Forum: Mods
Topic: [MOD 0.15.x] Shield Pulse
Replies: 14
Views: 2744

Re: [MOD 0.15.x] Shield Pulse

I got a crash bug with this but sadly I could not reproduce it. I have a lot of mods installed. Here's the things I was doing at the time. Doing the same things after loading an autosave didn't seem to cause the problem to reoccur, sadly. While having no armour at all, building a light armour. Stand...
by Darloth
Thu Dec 15, 2016 12:44 am
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 29259

Re: Friday Facts #168 - Nightvision Nightmare

Another vote for MiloRK's version here, especially with highlighted biters.

More bits-and-pieces tech like this is always something I like to see in games as upgrade paths, so more gear that modifies how the game looks / feels would be appreciated, I apparently like modular things :)
by Darloth
Sun Oct 16, 2016 11:08 pm
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 93
Views: 19069

Re: [MOD 0.14.2] Electric vehicles

Is there any chance that these vehicles could, if Bob's vehicle equipment mod is installed, also accept bob's vehicle equipment please?
by Darloth
Fri Oct 14, 2016 10:28 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 53026

Re: Friday Facts #160 - Playtesting

When you boil water in your electric kettle, that power comes from most likely a boiler elsewhere being powered by something burning to boil water, to make electricity, to boil your water! Much power is lost along the way, but it's still really convenient to send it through the wire so you can have ...
by Darloth
Thu Sep 22, 2016 9:53 am
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 67092

Re: [0.13.x] Bob's Mods: General Discussion

Just wanted to mention how happy I am with the new Electronics graphics.

I really like them, thanks whoever it was that did those!

I realize this may be old news as I haven't tried the mod in quite a while, but anyway, nicely done!
by Darloth
Wed Sep 21, 2016 2:35 pm
Forum: Ideas and Suggestions
Topic: Another approach to Cable Resistance (with fluid network)
Replies: 27
Views: 3721

Re: Another approach to Cable Resistance (with fluid network)

Someone has modded this sort of approach by the way - doesn't seem to have a forum topic so for the benefit of anyone still watching this thread I'll just leave this link here:

https://mods.factorio.com/mods/Simdezimon/flownetwork
by Darloth
Sun Sep 18, 2016 10:37 am
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 324
Views: 71369

Re: [MOD 0.13.x] Modular Armor Revamp

I really like this mod, primarily for the grid power but also for the general changes that make power usage pre-fusion a lot more interesting and plausible. I liked the balance back in .13, so I'm waiting eagerly for 0.14 to be ready. Sorry to hear all the renaming and differences are causing you tr...
by Darloth
Wed Apr 27, 2016 5:05 pm
Forum: Bob's mods
Topic: Tweaked graphics for Bob's Electronics
Replies: 0
Views: 585

Tweaked graphics for Bob's Electronics

Hello, Someone recently said that they'd like to see different graphics for Bob's Electronics. As it happens, I made some different graphics for Bob's Electronics. Here they are. For the moment I'm just linking the images directly, so you can download them and overwrite the appropriate graphics file...

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