Search found 27 matches

by Solinya
Tue Sep 17, 2019 10:02 am
Forum: Ideas and Suggestions
Topic: Quick Fix: Pollution Information on Efficiency Modules
Replies: 11
Views: 1133

Re: Quick Fix: Pollution Information on Efficiency Modules

Bumping this old thread because I think it deserves reconsideration, especially given the way the rest of the UI has evolved since 2015. It's not clear at all that efficiency modules reduce pollution unless you are paying extremely close attention. The tooltip only mentions the impact on energy cons...
by Solinya
Wed Sep 11, 2019 8:24 am
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 482
Views: 39970

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I don't think I'd go through the effort of automating the lower tier intermediates. For example, large/small copper/bronze chassis. It'd be "good enough" to automate the basic components (rivets, rods, beams, plates), and hand-craft the last few steps. Same with copper and bronze pistons, both of w...
by Solinya
Wed Sep 11, 2019 8:02 am
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 482
Views: 39970

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Normally I prefer to beat a game before providing feedback, as it's hard to see how everything will play out in the parts I haven't reached yet. But my schedule this month means I probably won't be able to finish until after the 1.0 release, and by then it won't really matter anymore. I don't know i...
by Solinya
Tue Sep 10, 2019 10:28 am
Forum: Resolved for the next release
Topic: [Twinsen] [0.17.68] multiple simultaneous achievements notification sound is too loud
Replies: 5
Views: 230

Re: [0.17.68] multiple simultaneous achievements notification sound is too loud

Honestly, I wish there was a cap on sound effects or mitigation for stacked sound volume in general. If you've ever played a multiplayer game and been placing a belt line while a lag spike occurs, you'll end up placing a bunch of belt all at the same time, which makes all the belt-placing sounds ove...
by Solinya
Mon Sep 09, 2019 7:58 pm
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 482
Views: 39970

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

One thing about signals is I saw you added a few new signals to the game and arranged them in a more aesthetically pleasing rainbow pattern. However, the color priority of the signals still matches that of vanilla. So if I run multiple colors to a light, red overwrites green which overwrites blue wh...
by Solinya
Mon Sep 09, 2019 6:36 am
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 482
Views: 39970

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I was playing multiplayer over the weekend and it's been a fun challenge trying to figure out all the intermediate component puzzles. One bug we noticed is that if the non-host dies, they respawn with a vanilla pistol and firearm ammo. The vanilla pistol can't be deconstructed like IR pistols, but c...
by Solinya
Fri Jul 26, 2019 9:09 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 968
Views: 39883

Re: Friday Facts #305 - The Oil Changes

Now the main wall of text: - robots - I knew about them (there is tutorial for them), tried them in practice and then ignored them because... Main reason was that I noticed that there is an achievement for winning the game without active logistics network, and decided "hey, this looks doable". So h...
by Solinya
Sat Jul 20, 2019 10:06 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 37392

Re: Friday Facts #304 - Small bugs; Big changes

The oil changes are...interesting. I like that there's some simplification happening, as any time I need to set up oil and blue science the game grinds to a halt for 60-90 minutes while I fiddle with all the pipe and chemical plant layouts, before even hooking up the plastic -> red circuits -> blue ...
by Solinya
Sat Jun 22, 2019 6:27 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.50] Crash in multiplayer with save window open when server shut down
Replies: 1
Views: 177

[kovarex] [0.17.50] Crash in multiplayer with save window open when server shut down

I was playing an unmodded multiplayer game and we agreed to stop for the night, so I went to save the game, but the host stopped the server while I had the save window open, before I could actually save the game. Normally, I'd expect the "server disconnected" message which lets me quit or save the g...
by Solinya
Sun May 26, 2019 8:48 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 87
Views: 13060

Re: [MOD 0.14] Text Plates

The textplate ghosts work now. With the latest version I haven't had any more bot problems, and I like being able to place plates over ghosts manually in the pre-bot game. However, I've noticed lag when manually placing plates over a ghost. There's a roughly 15 FPS/UPS drop per plate placed, so stam...
by Solinya
Fri May 10, 2019 2:20 am
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 87
Views: 13060

Re: [MOD 0.14] Text Plates

I have an issue with blueprinting text plates. If I copy/paste an area, I get ghosts showing the correct text plates. I'd expected that placing empty text plates over the ghosts would automatically fill in the ghosted characters (just as placing a constant combinator over a ghost would preserve the...
by Solinya
Tue May 07, 2019 10:43 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 263
Views: 50297

Re: [0.17+] Space Exploration WIP

It would help to have a clear outline of how you'd like the player/planet distribution to work. The intention of different planets for players was mainly for PVP, different enemy teams could start on a different planets. It sounds like you'd want it to potentially be more cooperative. Would you wan...
by Solinya
Tue May 07, 2019 6:43 am
Forum: Mods
Topic: [MOD 0.16.x] Factorio Extended Plus
Replies: 29
Views: 10566

Re: [MOD 0.16.x] Factorio Extended Plus

I think something went a little weird with the latest update's migration (I went from FactorioExtended-Equipment 0.2.1 to 0.2.3). First up the power-armor-3 tech was removed as part of the base game's change to the mk nomenclature, so I have to research it again even though I'm wearing the mk3. Woul...
by Solinya
Fri Apr 26, 2019 1:51 am
Forum: Mods
Topic: [MOD 0.17] OARC - Multiplayer Spawning Overhaul
Replies: 7
Views: 190

Re: [MOD 0.17] OARC - Multiplayer Spawning Overhaul

Yeah, it was playable and made for an interesting starting layout. There did seem to be enough resources to easily cover the pre-oil stage at least.
by Solinya
Thu Apr 25, 2019 6:20 am
Forum: Mods
Topic: [MOD 0.17] OARC - Multiplayer Spawning Overhaul
Replies: 7
Views: 190

Re: [MOD 0.17] OARC - Multiplayer Spawning Overhaul

Just want to say we finally got a chance to try it out in an actual multiplayer game and it worked great. Still had the big worm issue with "modified enemy spawning" enabled, but on railworld it's not too big of a deal (railworld disables enemy expansion so we could just avoid them for a while). Our...
by Solinya
Thu Apr 18, 2019 6:22 am
Forum: Resource Spawner Overhaul
Topic: How do you uninstall RSO during a game?
Replies: 5
Views: 631

Re: How do you uninstall RSO during a game?

If that state is persisted in the save somehow I can't do anything about that since there is no way to add mod delete migration. A hacky way to do this would be to have an "uninstall RSO" mod that just runs a migration script to restore the data tables, assuming that's the issue. Since all migratio...
by Solinya
Tue Apr 16, 2019 8:57 am
Forum: Mods
Topic: [MOD 0.17] OARC - Multiplayer Spawning Overhaul
Replies: 7
Views: 190

Re: [MOD 0.17] OARC - Multiplayer Spawning Overhaul

I did a little testing (my multiplayer partner isn't available for a few days), running around a vanilla-style generated solo spawn (far spawn, though I don't know if that applies much in a one-player game). It seems to be okay in that I had the starting resources and nearby bases within some distan...
by Solinya
Mon Apr 15, 2019 5:48 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 235
Views: 36338

Re: [MOD 0.14] Alien Biomes

Here's a zoomed out view where you can see several:
20190414220038_1.jpg
20190414220038_1.jpg (445.54 KiB) Viewed 791 times
Some of them are kind of jarring like the one in the top right. I think my first screenshot was the one below the coal on the bottom and there's some more near the vertical rail line and again to the far west.
by Solinya
Sat Apr 13, 2019 10:46 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 235
Views: 36338

Re: [MOD 0.14] Alien Biomes

I've been playing with this mod for a while, but one of the games I started using v0.4.6 generated some ice "splotches" that look a little weird. I don't recall this happening on previous versions. I don't know if one of your later updates addresses it either, since I just found out there's newer ve...
by Solinya
Sat Apr 13, 2019 10:36 pm
Forum: Mods
Topic: [MOD 0.17] OARC - Multiplayer Spawning Overhaul
Replies: 7
Views: 190

Re: [MOD 0.17] OARC - Multiplayer Spawning Overhaul

Thanks for this, been eyeing your scenario for a while. Something that's unclear from the mod description - do you still have those perfect circle start areas or does the mod allow for more vanilla-style starting locations? For my server I have a small, fixed number of players that will all start at...

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