Search found 10 matches
- Wed Oct 17, 2018 6:54 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 380459
Re: [MOD 0.13.17+] Rampant - 0.16.33
Hello, I've been having difficulty getting this mod to work properly on the map that I'm using. Reading around, it sounds like due to pathfinding limitations Rampant might just be incompatible with water-heavy maps that tax the pathfinding? Whenever there isn't a straight-ish line to their target ...
- Tue Jul 26, 2016 9:15 pm
- Forum: Ideas and Suggestions
- Topic: Construction robots should not repair each other
- Replies: 7
- Views: 5415
Construction robots should not repair each other
I've been doing a lot of fighting while wearing a personal roboport. It's usually very helpful, but in some cases there's an especially high casualty rate among the construction robots. As it turns out, whenever a construction robot gets damaged by a biter, the personal roboport sends out a second ...
- Mon Jul 25, 2016 7:10 am
- Forum: Releases
- Topic: Version 0.13.10
- Replies: 56
- Views: 43867
Re: Version 0.13.10
[*]Map generator tweaks (predictable starting area resources, water only in starting area works now, fixed a few bugs in biome generation).
does this mean that the map generation is fixed ?
like it used to be in 12 ?
No, they made change in map generator in 0.13, they will not revert it. They ...
- Sun Jul 17, 2016 5:04 pm
- Forum: General discussion
- Topic: Thoughts on 0.13 Terrain Generation
- Replies: 59
- Views: 23642
Re: Thoughts on 0.13 Terrain Generation
One thing which I'm particularly frustrated with is that terrain segmentation now affects water differently. In 0.12 and earlier, when you set terrain segmentation to very high, and water to very high, it would create a sort of archipelago map, with lots of little islands everywhere, which was ...
- Sun Apr 10, 2016 4:24 pm
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 85688
Re: Friday Facts #133 - The train struggle
While I like the idea of having the train lengths rotation invariant, the current method you're looking at just looks terrible. It might be a better idea to just accept that vertical stations are shorter, and simply work to fix the cars to integer lengths, unless you can find a much better-looking ...
- Wed Apr 06, 2016 3:36 am
- Forum: Modding help
- Topic: Limiting logistics robots
- Replies: 1
- Views: 1211
Limiting logistics robots
I'm looking into the possibility of creating a way to have a type of logistics robot that would be limited to moving across water, and would conceptually function as automated boats, but otherwise act in the normal logistics robot way. However, none of my attempts seem to be feasible. There are two ...
- Wed Apr 06, 2016 12:31 am
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 96256
Re: [MOD 12.11+] Train Outposts
I'm having a problem with the resource generation, in that the map has apparently not been placing any ore deposits more than a certain distance away from the starting area. I suspect that the reason for this is related to the way that the mod selects locations to place deposits: I have the map ...
- Tue Apr 05, 2016 5:58 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 96256
Re: [MOD 12.11+] Train Outposts
I'm having a problem with the resource generation, in that the map has apparently not been placing any ore deposits more than a certain distance away from the starting area. I suspect that the reason for this is related to the way that the mod selects locations to place deposits: I have the map ...
- Sat Dec 27, 2014 3:56 pm
- Forum: News
- Topic: Friday Facts #66 - Merry christmas
- Replies: 69
- Views: 50693
Re: Friday Facts #66 - Merry christmas
Please add to the receivers the rail signal. It will help A LOT with the train managing.
Yes, that is a possibility as well, these things are very easy to implement.
Anything improving the capacity of the rail signals, such as circuit control of signals and train or signal detection would be very ...
Yes, that is a possibility as well, these things are very easy to implement.
Anything improving the capacity of the rail signals, such as circuit control of signals and train or signal detection would be very ...
- Mon Nov 17, 2014 1:34 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.3] Multiplayer game crashes when anyone takes damage.
- Replies: 4
- Views: 2977
Re: [0.11.3] Multiplayer game crashes when anyone takes dama
I'm having what appears to be the same problem in the multiplayer game I'm in. One player was attacking a biter base during the last autosave so whenever the game loads he gets attacked, and then once the base is destroyed or he tries to run away the game will crash, just for me (which subsequently ...