Search found 32 matches
- Sat Nov 02, 2024 3:39 pm
- Forum: Resolved Problems and Bugs
- Topic: Weird glitchy audio when other audio source playing at start since 2.0 on Linux?
- Replies: 14
- Views: 428
Re: Weird glitchy audio when other audio source playing at start since 2.0 on Linux?
I've uploaded a clip of sound of a mining drill running but you'll notice after a few seconds there's weird audio artifacts where it's presumably trying to drop the gain on certain elements or mixing it incorrectly. https://youtu.be/UGf3YhLfKmI I can't hear anything wrong in the clip. In any case t...
- Sat Nov 02, 2024 6:23 am
- Forum: Resolved Problems and Bugs
- Topic: Weird glitchy audio when other audio source playing at start since 2.0 on Linux?
- Replies: 14
- Views: 428
Re: Weird glitchy audio when other audio source playing at start since 2.0 on Linux?
I've uploaded a clip of sound of a mining drill running but you'll notice after a few seconds there's weird audio artifacts where it's presumably trying to drop the gain on certain elements or mixing it incorrectly. https://youtu.be/UGf3YhLfKmI
- Sat Nov 02, 2024 6:16 am
- Forum: Resolved Problems and Bugs
- Topic: Weird glitchy audio when other audio source playing at start since 2.0 on Linux?
- Replies: 14
- Views: 428
Re: Weird glitchy audio when other audio source playing at start since 2.0 on Linux?
I'm also having audio artifacts with the latest version. I thought it was my headphones/some weird interaction with OBS but it comes through on recorded audio clips too. I can upload a clip for you if you need
- Fri Oct 25, 2024 6:56 am
- Forum: Ideas and Suggestions
- Topic: Starting Surface Selection on Map Gen Settings?
- Replies: 1
- Views: 159
Starting Surface Selection on Map Gen Settings?
I'm a long time player of Space Exploration and now Space Age. One thing that both these experiences have is being able to start from nothing on another surface. This makes me why even for modding opportunities there's no option in map generation settings to select which surface to start on. And pot...
- Fri Aug 30, 2019 1:38 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572785
Re: Development and Discussion
A while ago I requested a setting within Angels Refining to allow for all ore types spawning (bobs and vanilla) and I do appreciate the boolean that was added but its created a headache for Orzelek and I. This is mostly because I have to set this boolean for vanilla generation aswell as Orzelek che...
- Thu Aug 29, 2019 2:00 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572785
Re: Development and Discussion
A while ago I requested a setting within Angels Refining to allow for all ore types spawning (bobs and vanilla) and I do appreciate the boolean that was added but its created a headache for Orzelek and I. This is mostly because I have to set this boolean for vanilla generation aswell as Orzelek chec...
- Tue Jul 23, 2019 8:20 am
- Forum: Mod portal Discussion
- Topic: Modpack Category
- Replies: 1
- Views: 1268
Modpack Category
Basically, Modpacks can't just be put together as a list of dependencies sometimes they need to add or remove things for compatibility between other mods. My suggestion is to make a tag called "Modpack" on the mod portal which is a tag for all the mods which are a list of dependencies and ...
- Mon Oct 15, 2018 11:32 am
- Forum: Mod portal Discussion
- Topic: Incorrect Download Count for Mod
- Replies: 0
- Views: 987
Incorrect Download Count for Mod
I've noticed for a while but wasn't sure if I cared enough to report it. I'm curious why the mod page accidentally gave me a couple thousand extra downloads to two of my mods "Ober3550's Science Overhaul" and "Infinite Technology Multiplier". I'm wondering if this is a bug or was...
- Mon Sep 03, 2018 12:24 am
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 110
- Views: 55359
Re: Friday Facts #257 - NPE/Campaign update
Nuclear has been split up to Uranium processing similar to what I did in my mod https://mods.factorio.com/mod/OberNuclear. My question is then, nothing was mentioned about uranium rounds. I personally feel like they can't normally compete with laser turrets since they sit behind a wall of so much re...
- Tue Aug 28, 2018 12:43 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572785
Re: Development and Discussion
This may be an odd request. But could you make the angels ore override for angels refining a mod setting rather than a forced configuration. I'm asking because I've made a modpack that includes both ore generation types between bobs and angels in order to make early game easier but end game harder b...
- Fri Aug 10, 2018 1:57 pm
- Forum: Modding interface requests
- Topic: Payload Category on Rocket Silo Launches
- Replies: 3
- Views: 1629
Payload Category on Rocket Silo Launches
Basically just the title. Me and Lovely_Santa have been discussing developing our own mods that introduce more complexity and interesting mechanics around the rocket science in the game. If for example we want to create a small launch pad we have all the control over how we want to go about crafting...
- Wed Aug 01, 2018 7:38 am
- Forum: Implemented mod requests
- Topic: Update Mods Individually
- Replies: 3
- Views: 1859
Update Mods Individually
I tried searching through the forums to see if someone had already requested this. But the way the game is currently you can only update all mods and sometimes thats not the best sollution for overhaul mods. For example I've been working on my own mod that relies on bobs and angels (an older version...
- Tue Jul 31, 2018 4:37 am
- Forum: Resource Spawner Overhaul
- Topic: What's the best way to configure ores individually?
- Replies: 1
- Views: 2331
What's the best way to configure ores individually?
Obviously there's already config files within the RSO mod that support a multitude of different mods. But I'd like to change things to my own liking for a particular modpack. What's the best way to change the ore generation so that RSO can use an outside mods settings for creating ores. Things like ...
- Thu Jul 26, 2018 2:52 pm
- Forum: Modding help
- Topic: Replacing all recipe ingredient with another.
- Replies: 4
- Views: 2213
Re: Replacing all recipe ingredient with another.
Thanks! This was useful for fixing the two different concrete recipes in angels and vanilla!
- Thu Jul 26, 2018 1:38 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572785
Re: Development and Discussion
Angels. Have you considered rather than adding concrete and reinforced concrete instead just changing the recipes in vanilla to be yours and convert all the machines that require these to require the vanilla versions? I find this would be a good fix to when placing down the various concrete they tur...
- Tue Jul 17, 2018 11:57 am
- Forum: Modding help
- Topic: [DONE]I want to extract all Recipes in Game in Files
- Replies: 11
- Views: 4540
Re: [DONE]I want to extract all Recipes in Game in Files
Just gonna leave this here for anyone else who comes along /c local recipas = {} for _, recipa in pairs( game.player.force.recipes ) do local recipadata = { name = recipa.name, category = recipa.category, ingredients = recipa.ingredients, products = recipa.products, energy = recipa.energy } recipas[...
- Wed Feb 07, 2018 6:46 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 98339
Re: [0.15] Space Extension Mod (SpaceX)
I've been putting together a modpack with science cost tweaker and the modifications to the low density structure from seablock but I've found everytime I load into the recipes seem to be incorrect as though they are not recognising bobs mods in the pack which is causing the recipes to be too cheap ...
- Mon Dec 18, 2017 3:38 am
- Forum: Duplicates
- Topic: [0.16.5] Crash when Removed Substation
- Replies: 2
- Views: 1467
[0.16.5] Crash when Removed Substation
I was test-building a smelting array and decided I had more substations than I needed so decided to remove every second one. The game crashed twice.
Steps: Remove substation in the middle of two others.
They are not powered.
The game is running at 3x speed
Steps: Remove substation in the middle of two others.
They are not powered.
The game is running at 3x speed
- Tue Oct 24, 2017 11:33 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Ore-2-bus endgame beaconed design set perfectly saturated
- Replies: 10
- Views: 30713
Re: Ore-2-bus endgame beaconed design set perfectly saturated
This post is absolutely beautiful. You should give MojoD a shoutout to see your beautiful belt magic. Thank you so much for sharing these. I've been using several of them and really like them, especially the 2-belt smelting and steel. I figured out how to get red circuits without belt braiding. Snid...
- Tue Oct 03, 2017 1:51 am
- Forum: Energy Production
- Topic: 20GW Nuclear Reactor Design
- Replies: 15
- Views: 37574
Re: 20GW Nuclear Reactor Design
I have a similar design to this that pumps water from the inside out instead of bothering with any barrelling or high throughput pump magic and stuff. Just my choice though. The reactor design I have is my own spin on Hopewell's design and I use accumulators for fuel control. If you want I can help ...