Search found 35 matches

by Strategic Sage
Wed Mar 17, 2021 9:53 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122148

Re: Mylon's Many Mods

Mentioned it in the portal, but I know things can get hidden there. Assembler Assay's mod portal link in the OP of this thread is broken, but the main thing I wanted to report, don't know if a solution is possible: Assembler Assay conflicts with Production Scrap 2. "data_final_fixes.lua: 179: a...
by Strategic Sage
Sat Jul 21, 2018 10:06 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315373

Re: [MOD 0.13.17+] Rampant - 0.16.31

It definitely appears to be 'fixed'. After updating Rampant, I was soon swarmed by biters in my current game. Looks like I'll be rolling back to an earlier save(I think about six hours earlier) to avoid being overextended to the point where I prematurely poked the bear. It was rather amusing watchin...
by Strategic Sage
Thu Jun 14, 2018 12:00 am
Forum: Technical Help
Topic: [0.16.36]Crash on Startup sequence
Replies: 2
Views: 1390

Re: [0.16.36]Crash on Startup sequence

Thanks for the absurdly fast response! Always a good idea to update drivers. Turns out Windows Update was misbehaving. I was stuck in an 'update and restart' loop which took a while to get through. Once it finally properly installed the update, everything was hunky dory again.
by Strategic Sage
Wed Jun 13, 2018 8:02 am
Forum: Technical Help
Topic: [0.16.36]Crash on Startup sequence
Replies: 2
Views: 1390

[0.16.36]Crash on Startup sequence

I've been playing a heavily modded setup with no problems until Windows 10(64-bit Pro) decided to update today. Now it crashes while going through the bootup screen. Initially that was on 0.16.50, I did a 0.16.36 install as well. Don't know how to disable mods without getting to the main menu or I w...
by Strategic Sage
Sun Jan 21, 2018 6:51 am
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 41243

Re: Friday Facts #226 - New mod portal & other news

using underground belts to compress belts was not intuitive but to eliminate that and side loading and then go on a rant about how bots were OP and everyone was using them? Ridiculous. If I can't compress a belt using inserters or side loading, then there is no point in using them. This breaks so m...
by Strategic Sage
Sun Jan 21, 2018 6:50 am
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 41243

Re: Friday Facts #226 - New mod portal & other news

Sorry for the duplicate post, edited wrongly.
by Strategic Sage
Wed Jan 17, 2018 5:11 am
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 65613

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

Updated for 0.16 compatibility. Only very limited testing done but it at least survives a brief bit of gameplay with 0.16.16 both by itself and as part of a larger mod package. If any further errors are found please let me know and I'll attempt to resolve them. I make no claims, implied or otherwhis...
by Strategic Sage
Tue Jan 16, 2018 2:28 am
Forum: Modding help
Topic: Request for Help: 0.16 compatibility
Replies: 5
Views: 2040

Re: Request for Help: 0.16 compatibility

Resolved this particular issue in a rather dumb way: progress in the form of Factorio actually trying to load now after processing the mods. I'll add on to this thread if I find any more issues I can't resolve. Anyway, turns out that my mistake was trusting the error message that called it 'Trival s...
by Strategic Sage
Tue Jan 16, 2018 2:18 am
Forum: Modding help
Topic: Request for Help: 0.16 compatibility
Replies: 5
Views: 2040

Re: Request for Help: 0.16 compatibility

Thanks for the reply. If I'm understanding correctly though, "vented smoke" is the prototype name. "smoke" is the prototype type . Either way, changing from "Trivial smoke"(as the error message itself suggested) to "Trivial-smoke" made not the slightest bit of...
by Strategic Sage
Mon Jan 15, 2018 10:04 pm
Forum: Modding help
Topic: Request for Help: 0.16 compatibility
Replies: 5
Views: 2040

Request for Help: 0.16 compatibility

Full disclosure: I am attempting to make an existing mod(Wear and Tear) usable with 0.16; the author has not been around for some while and I am not attempting any changes to the features, just making it functional with the new version. I have managed to deal with a number of errors, but the latest ...
by Strategic Sage
Sat Jan 13, 2018 3:56 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122148

Re: Mylon's Many Mods

Thanks for Bot Servicing, I'm also a fan of Global Warming. Sensible stuff like that which adds to the things the player must contend with is great for Factorio.
by Strategic Sage
Fri Jan 12, 2018 9:30 pm
Forum: Mods
Topic: [MOD 0.15.x] Meltdown
Replies: 9
Views: 5575

Re: [MOD 0.15.x] Meltdown

Seconded. I'd like to add this to a long game I'm planning for when 0.16 becomes stable. Would be a great, appreciated addition.
by Strategic Sage
Fri Jan 12, 2018 2:58 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 344954

Re: Friday Facts #224 - Bots versus belts

I do believe it, and I think it's clearly just a difference of degree. Any tweak to long-standing features is going to make people not be able to play the way they've been playing. Research Revolution invalidated significant parts of long-standing research setups. I think Factorio is much better off...
by Strategic Sage
Thu Jan 11, 2018 10:01 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 344954

Re: Friday Facts #224 - Bots versus belts

Any change will potentially drive people away. That by itself is not a good argument in favor of not changing it. Any creative process that has this is a primary concern is going to become stagnant, and how many people the game attracts in the future is going to be based largely on how good the game...
by Strategic Sage
Thu Jan 11, 2018 1:27 am
Forum: Mods
Topic: [MOD 0.15.X] Belt Overflow
Replies: 32
Views: 23739

Re: [MOD 0.15.X] Belt Overflow

They are. Also FWIW, I tried changing the version number listed in the mod and got the following on game loadup with it enabled: "Error while loading entity prototype 'belt-overflow-indicator'(simple-entity): Key 'icon_size' not found in property tree at ROOT.simple-entity.belt-overflow-indicat...
by Strategic Sage
Wed Jan 10, 2018 12:34 am
Forum: Mods
Topic: [MOD 0.15.X] Belt Overflow
Replies: 32
Views: 23739

Re: [MOD 0.15.X] Belt Overflow

Just wanted to say that I've love this idea(tried and wasn't able to implement, coding skills not good enough) and would love to see it in 0.16 if you are willing to update it(if it even is something that needs updating?)
by Strategic Sage
Wed Jul 05, 2017 8:25 pm
Forum: General discussion
Topic: Five Ultimate Challenges, Kids
Replies: 9
Views: 10004

Re: Five Ultimate Challenges, Kids

You get the satisfaction of having completed the challenge. People play games for different reasons. Some people like 'challenges' or 'house rules' to spice things up and not make every playthrough the same.
by Strategic Sage
Wed Jul 05, 2017 8:24 pm
Forum: General discussion
Topic: do you think we could get back to our civiliazation ?
Replies: 14
Views: 4472

Re: do you think we could get back to our civiliazation ?

By default, they will expand and attack eventually. Pollution makes it happen a lot faster, but it isn't required. I've literally just let the game run after startup, and it took hours but eventually they killed me without me doing anything(didn't move, mine, build, nothing).
by Strategic Sage
Sun Feb 26, 2017 3:08 am
Forum: Ideas and Suggestions
Topic: Waste production Mod/Development proposal
Replies: 41
Views: 19783

Re: Waste production Mod/Development proposal

It seems to me that people who suggest this do so to increase realism- without ever considering the crippling impact this would have on gameplay. Alternatively, perhaps they have considered in the impact on gameplay and don't think it's crippling. In terms of, as you put it, 'logistical nightmare' ...
by Strategic Sage
Wed Feb 22, 2017 9:57 pm
Forum: Ideas and Requests For Mods
Topic: New Mod to make life... ...different
Replies: 10
Views: 3806

Re: New Mod to make life... ...different

It seems to me that for this kind of thing it would be a lot easier to just not do it than to code it that way. I.e., if you don't want to be able to build anything on ore ... don't build it there :).

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