Search found 34 matches

by Xuerian
Wed Mar 13, 2024 2:16 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 102
Views: 20025

Re: Friday Facts #401 - New terrain, new planet

Fantastic improvements to the base planet. Looking forward to them!
by Xuerian
Fri Feb 16, 2024 7:36 pm
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 24370

Re: Friday Facts #398 - Fulgora

Loving the presentation of this FFF. The atmosphere is great for Fulgora, and really interested to see how lore might play into the future of the game!
by Xuerian
Fri Sep 01, 2023 11:06 am
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 42429

Re: Friday Facts #374 - Smarter robots

So to make things clear, the reason that we make and present these kind of changes is not because we don't want to make new flashy features, we just want the new stuff to be enjoyable without a burden of having too much to deal with. But don't worry, we will show something new next week! Proceeds t...
by Xuerian
Fri Aug 25, 2023 3:01 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 70107

Re: Friday Facts #373 - Factorio: Space Age

It looks fantastic! Can't wait to buy it.

Happy that you all can finally talk about it publicly!

Every factory game I go to, I find myself missing the polish and playability that Factorio offers.
by Xuerian
Fri Jan 31, 2020 7:55 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 22274

Re: Friday Facts #332 - More sounds & Map color tweaks

As long as the sounds remain able to be overridden I suppose it's fine, but I'm sad to say I'm really not a fan of them either. :\
by Xuerian
Fri Sep 06, 2019 7:30 pm
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 27309

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: 391
Views: 268144

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: 85
Views: 43316

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: 33138

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 co...
by Xuerian
Tue Jan 16, 2018 2:52 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122290

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 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426142

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: 166
Views: 110788

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: 10670

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: 6099

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: 6099

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: 6099

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: 6099

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: 6099

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 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426142

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: 129
Views: 59588

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,...

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