Search found 103 matches
- Tue Oct 29, 2024 2:18 am
- Forum: Desyncs with mods
- Topic: 2.0.11 Desync with 2.0 without Space Age Modded
- Replies: 4
- Views: 569
Re: 2.0.11 Desync with 2.0 without Space Age Modded
Thank you so much for tracking this down. Earendel is off the hook!
- Mon Oct 28, 2024 6:11 pm
- Forum: Desyncs with mods
- Topic: 2.0.11 Desync with 2.0 without Space Age Modded
- Replies: 4
- Views: 569
Re: 2.0.11 Desync with 2.0 without Space Age Modded
How the heck do you find that?
I looked through the log 3 times and couldn't find any reference to a mod being the reason.
I looked through the log 3 times and couldn't find any reference to a mod being the reason.
- Mon Oct 28, 2024 6:01 pm
- Forum: Desyncs with mods
- Topic: 2.0.11 Desync with 2.0 without Space Age Modded
- Replies: 4
- Views: 569
2.0.11 Desync with 2.0 without Space Age Modded
For some reason I couldn't post this in the Desyncs with mods forum.
Running a Modded dedicated server with 2.0.11 with Elevated Rail and Quality but NOT running Space Age
Desync on the server then causes desyncs on joining until the server is rebooted, only to desync again after a couple minutes ...
Running a Modded dedicated server with 2.0.11 with Elevated Rail and Quality but NOT running Space Age
Desync on the server then causes desyncs on joining until the server is rebooted, only to desync again after a couple minutes ...
- Tue Jul 03, 2018 3:54 pm
- Forum: Won't implement
- Topic: Request: Research based drop access.
- Replies: 7
- Views: 3048
Re: Request: Research based drop access.
This seems to specific for adding to the base game. Mods can already hook entity died and spawn additional loot should they want to do so.
Yes, but can research control when those hooks are called?
That's the basis of the request, that on-research-complete not be limited to hard-coded variable ...
Yes, but can research control when those hooks are called?
That's the basis of the request, that on-research-complete not be limited to hard-coded variable ...
- Mon Jul 02, 2018 8:46 pm
- Forum: Won't implement
- Topic: Request: Research based drop access.
- Replies: 7
- Views: 3048
Re: Request: Research based drop access.
It'd be nice if it was possible, but as I've seen no way to do it I'm not sure.
and @eradicator I get what you're saying, but in multiplayer games it's VERY hard to gather the thousands of artifacts you need to outfit everyone with nice gear, so I thought late-game (non-infinite) expensive research ...
and @eradicator I get what you're saying, but in multiplayer games it's VERY hard to gather the thousands of artifacts you need to outfit everyone with nice gear, so I thought late-game (non-infinite) expensive research ...
- Sat Jun 30, 2018 5:55 am
- Forum: Won't implement
- Topic: Request: Research based drop access.
- Replies: 7
- Views: 3048
Request: Research based drop access.
While the Subject of the thread was tough to decide on, here's basically what I want to do. I'm using Bob's mods and have alien artifacts enabled so the biters drop little colored orbs.
I wanted to mod in a research branch that MODIFIED the drop count and chance of these orbs. I scoured the WIKI ...
I wanted to mod in a research branch that MODIFIED the drop count and chance of these orbs. I scoured the WIKI ...
- Tue Jul 04, 2017 5:14 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 417443
Re: [0.15.x] Bob's Mods: General Discussion
Bob,
I don't understand why you separated your ores from your MCI mod. From what I gather, you HAVE to have MCI process the new ores, so why separate them?
I don't understand why you separated your ores from your MCI mod. From what I gather, you HAVE to have MCI process the new ores, so why separate them?
- Sat Dec 10, 2016 12:30 am
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 86784
Re: Friday Facts #168 - Nightvision Nightmare
That night vision is horrible! @_@
- Mon Jul 04, 2016 7:06 am
- Forum: Maps and Scenarios
- Topic: Map for my Back 2 Basics Series
- Replies: 0
- Views: 2459
Map for my Back 2 Basics Series
Attached is the map I'm using for my Back 2 Basics YT series. Some have requested it, so... tada!
Just unzip into your scenarios folder and choose "custom scenario" under the Play menu.
Just unzip into your scenarios folder and choose "custom scenario" under the Play menu.
- Mon Jul 04, 2016 7:03 am
- Forum: Releases
- Topic: Version 0.13.4
- Replies: 43
- Views: 33582
Re: Version 0.13.4
Thanks FactorioBot for all your hard work in fixing bugs.
You are a dedicated force. But what do the other workers there do?![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
You are a dedicated force. But what do the other workers there do?
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Mon Jul 04, 2016 4:21 am
- Forum: Mod portal Discussion
- Topic: So I've updated a few mods
- Replies: 4
- Views: 3256
Re: So I've updated a few mods
Treefarm Author uploaded a shiny new version to the mod portal! I highly recommend it.
- Thu Jun 30, 2016 5:07 am
- Forum: Questions, reviews and ratings
- Topic: I updated Treefarm to work with .13
- Replies: 3
- Views: 3242
I updated Treefarm to work with .13
Anyone interested? I am not sure if the author is working on updating it or not.
- Thu Jun 30, 2016 12:13 am
- Forum: Mod portal Discussion
- Topic: So I've updated a few mods
- Replies: 4
- Views: 3256
So I've updated a few mods
I've updated a few mods to work with .13, but I am not the original author and have no real way of knowing if the authors are updating their mods.
I've updated:
Autofill
TreeFarm Lite, just found a bug with the game.players[] array, apparently robots are not counted :)
More Light
Fluid Barrel ...
I've updated:
Autofill
TreeFarm Lite, just found a bug with the game.players[] array, apparently robots are not counted :)
More Light
Fluid Barrel ...
- Sat Apr 30, 2016 8:23 pm
- Forum: Maps and Scenarios
- Topic: [12.27] DeathWorld with Bobs Mods
- Replies: 2
- Views: 5079
Re: [12.27] DeathWorld with Bobs Mods
Currently swimming in an ocean of artifacts.
- Fri Mar 25, 2016 1:22 am
- Forum: Gameplay Help
- Topic: Factorio TidBits - Help for New Players
- Replies: 10
- Views: 6170
Re: Factorio TidBits - Help for New Players
I was hoping to do a modding help, I might cover my mod for Express Smart Inserters. Thanks for the motivation!
- Tue Mar 22, 2016 5:25 am
- Forum: Maps and Scenarios
- Topic: [12.27] DeathWorld with Bobs Mods
- Replies: 2
- Views: 5079
[12.27] DeathWorld with Bobs Mods
I started a YouTube series using this map. I thought one or two people might want to give it a try. It uses all of bob's mods, so be careful!
https://www.youtube.com/playlist?list=PLkA9Q5ltQPCIM_h0EwEaZTXBmV7K8clwX
Unzip in the "%APPDATA%/Roaming/Factorio/Scenarios" folder.
DeathWorld.zip
The ...
https://www.youtube.com/playlist?list=PLkA9Q5ltQPCIM_h0EwEaZTXBmV7K8clwX
Unzip in the "%APPDATA%/Roaming/Factorio/Scenarios" folder.
DeathWorld.zip
The ...
- Sat Mar 19, 2016 12:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [12.26] [Rseding91] Crash when leaving Map Editor after placing power armor as an item + saving
- Replies: 5
- Views: 3888
Re: [12.26] Crash when leaving Map Editor
Try as I might I could not reproduce the crash, which I know as a programmer is vital to being able to fix it. Sorry. ![Sad :(](./images/smilies/icon_e_sad.gif)
![Sad :(](./images/smilies/icon_e_sad.gif)
- Fri Mar 18, 2016 1:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [12.26] [Rseding91] Crash when leaving Map Editor after placing power armor as an item + saving
- Replies: 5
- Views: 3888
Re: [12.26] Crash when leaving Map Editor
*sigh*
I just tried opening the map in the editor and closing again and it didn't crash, however I didn't try to save it first.
The map is 13 megs, and the mod folder is 20 megs. I'll try one last time to reproduce it and then upload.
I just tried opening the map in the editor and closing again and it didn't crash, however I didn't try to save it first.
The map is 13 megs, and the mod folder is 20 megs. I'll try one last time to reproduce it and then upload.
- Fri Mar 18, 2016 9:07 am
- Forum: Resolved Problems and Bugs
- Topic: [12.26] [Rseding91] Crash when leaving Map Editor after placing power armor as an item + saving
- Replies: 5
- Views: 3888
[12.26] [Rseding91] Crash when leaving Map Editor after placing power armor as an item + saving
I was in the map editor making a map for my next game. I saved the map and when I hit "Close" the game crashed.
Attached is the log file, let me know if you need the map. The log shows the mods I have installed. This is the first time I've ever experienced a crash with the map editor using mods. So ...
Attached is the log file, let me know if you need the map. The log shows the mods I have installed. This is the first time I've ever experienced a crash with the map editor using mods. So ...
- Sat Mar 12, 2016 7:04 am
- Forum: Gameplay Help
- Topic: Factorio TidBits - Help for New Players
- Replies: 10
- Views: 6170
Re: Factorio TidBits - Help for New Players
Any more advanced topics people might want covered?