Search found 29 matches

by Xuerian
Fri Sep 06, 2019 7:30 pm
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 8854

Re: Friday Facts #311 - New remnants 3

Those remants look pretty good and that mod looks amazing! I'm going to have to give it a try soon. why not include that mod into 0.17 vanilla? Featured or even Sponsored mods would be pretty awesome. Things like that and the Space mod. I'm sure the sponsored thing would be complicated for plenty of...
by Xuerian
Mon Mar 25, 2019 5:08 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 297
Views: 63786

Re: [0.17+] Space Exploration WIP

Oh my.

Already looking amazing. Hope some more people jump on to support you!
by Xuerian
Sat Feb 09, 2019 4:27 am
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 84
Views: 16555

Re: Friday Facts #281 - For a Few Frames More

Really enjoyed reading the post, and looking forward to all the performance improvements.

Nothing great to add.
by Xuerian
Mon Dec 10, 2018 8:01 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 9539

Re: Friday Facts #272 - Mod GUI

I see the screen indicating dependencies (for SpaceX, in this case), but it's not clear if the game will prompt you to also download the dependencies ("Would you like to install dependencies x,y,z now?") Regardless of the potential use for "mod packs", this would still be very convenient when settin...
by Xuerian
Tue Jan 16, 2018 2:52 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 45154

Re: Mylon's Many Mods

Got this error while attacking a biter base: 25198.943 Error MainLoop.cpp:1013: Exception at tick 1334416: Error while running event Bot_Servicing::on_robot_pre_mined (ID 15) __Bot_Servicing__/control.lua:65: attempt to call global 'get_inventory' (a nil value) 25198.943 Error ServerMultiplayerManag...
by Xuerian
Thu Jan 04, 2018 10:12 am
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 219856

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

With a slower combat-focused Deathworld/AAII/AB/etc pack I'm finding it a really long trip through unrelated stuff I won't need for a while to get to Alien Understanding for the conversion ammo - which is quite a cool feature but puts it far out of practical reach. I know if I was using Expansion I ...
by Xuerian
Thu Dec 21, 2017 10:58 am
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 148
Views: 31357

Re: [MOD 0.15] AAI Industry

Only after not having it do I realize how much I miss the start AAI provides.

The initial iron grubbing and iron pick phase is so slow, yet I'd rather not skip to bots and rails right off the bat.
by Xuerian
Thu Dec 21, 2017 3:48 am
Forum: Resolved Problems and Bugs
Topic: [togos] [for 0.17] [0.16.4] "Enemy Bases" settings effect no changes
Replies: 18
Views: 4375

Re: [16.4] "Enemy Bases" settings effect no changes

Noticed this too.

Deathworld feels a lot less death-y for those of us who enjoy a good biting.
by Xuerian
Wed Jul 26, 2017 1:10 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [for 0.16] [0.15.27] Cannot connect at all with many mods
Replies: 12
Views: 2302

Re: [Oxyd] [for 0.16] [0.15.27] Cannot connect at all with many mods

Hi, the bug happens due to our packet fragmentation. The initial ConnectionRequestReplyConfirm message is too big because of the large number of mods and mod settings, so it it fragmented into multiple packets. The network drops some of those packets so the full ConnectionRequestReplyConfirm messag...
by Xuerian
Tue Jul 25, 2017 2:15 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [for 0.16] [0.15.27] Cannot connect at all with many mods
Replies: 12
Views: 2302

Re: [kovarex] [0.15.27] Cannot connect at all with many mods

kovarex wrote:Could you please specify in which exact version you did the capture? (Or better add a log file)
0.15.27

Logs are attached.

Of course, this is the exact same version and mod set up as the log from the OP and the server log shows nothing, so I'm not sure how much it will help you.
by Xuerian
Fri Jul 21, 2017 9:58 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [for 0.16] [0.15.27] Cannot connect at all with many mods
Replies: 12
Views: 2302

Re: [kovarex] [0.15.27] Cannot connect at all with many mods

In that case, I don't know what is going on, could you try to simulate the situation again and make Wireshark capture of it both on the server and on the client? Here's captures of both OP and myself connecting from both the client and the server, with OP getting the original error (Could not estab...
by Xuerian
Wed Jul 19, 2017 3:19 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [for 0.16] [0.15.27] Cannot connect at all with many mods
Replies: 12
Views: 2302

Re: [kovarex] [0.15.27] Cannot connect at all with many mods

We have since successfully started and he has connected to another couple saves once the amount of mods was reduced again. Full pack, no connection attempt/rejection. This pack, worked fine. Same mod versions, just many removed. aai-programmable-vehicles_0.3.25.zip aai-vehicles-chaingunner_0.2.4.zip...
by Xuerian
Thu Jul 13, 2017 8:34 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [for 0.16] [0.15.27] Cannot connect at all with many mods
Replies: 12
Views: 2302

Re: [0.15.27] Cannot connect at all with many mods

Friend here.

Server log doesn't show anything at all when OP tries to connect with mods enabled, normal rejection without mods.

OP has joined with previous, smaller modpacks on earlier 0.15 versions.
by Xuerian
Tue Jun 20, 2017 3:04 am
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 219856

Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Question: On hard settings, How do you guys attack large enemy bases when trying to expand? So this is my 3rd game in 0.15 with my usual hard settings and again, when I get to around 60% evolution factor, I'm getting stuck. Can't expand without getting wiped out... I've upgraded my bullet damage an...
by Xuerian
Thu Jun 08, 2017 8:55 am
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 118
Views: 18463

Re: [MOD 15.15+] Factorio NEI 0.0.1

This restriction api this game. Gui can only be created in the central screen. This problem can be solved using the static size of the recipe gui. I tinkered around with it myself and replaced all references to player.gui.center with player.gui.left and it works fine. Am I missing some side effect,...
by Xuerian
Thu Jun 08, 2017 7:11 am
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 118
Views: 18463

Re: [MOD 15.15+] Factorio NEI 0.0.1

Great work so far. Immediate feedback: If possible, anchor GUI panel on top-left instead of center, and move the recipe navigation to below the recipe name, so that the buttons don't move around when you click them. Useful things I can think of would be: * Option to hide ingredients/results labels *...
by Xuerian
Fri Jun 02, 2017 6:03 pm
Forum: News
Topic: Friday Facts #193 - Party planning & plans
Replies: 32
Views: 10385

Re: Friday Facts #193 - Party planning & plans

On the subject of mapping updates, admittedly I haven't looked into this at all, and only play with it and remember some random statement perhaps incorrectly: Any plans to (or is it it already possible) to adjust the terrain type of a map tile and force it to update the borders, in a mod? I use Natu...
by Xuerian
Sat May 27, 2017 4:14 pm
Forum: Angels Mods
Topic: Wiki/Guide?
Replies: 3
Views: 1270

Re: Wiki/Guide?

I've found it impossible to figure out Angel's mods without this: https://bitbucket.org/Pobiega/foreman The easiest way to use it is to point it to your installation, search in the items or recipes list, and drag what you want to start from onto the open area. From there, you can just drag the input...
by Xuerian
Tue May 09, 2017 3:53 pm
Forum: Tools
Topic: Mod portal "everything isn't grey" css override
Replies: 4
Views: 1718

Re: Mod portal "everything isn't grey" css override

Updated for whatever change happened with the mod page, I think.
by Xuerian
Tue Jan 03, 2017 6:00 am
Forum: Tools
Topic: Mod portal "everything isn't grey" css override
Replies: 4
Views: 1718

Re: Mod portal "everything isn't grey" css override

darkfrei wrote:How to overwrite this?
Use it, you mean? Install Stylish, it's a browser extension.

Firefox Stylish will accept the code directly, Chrome will want to convert it.

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