Search found 103 matches

by Buggi
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!
by Buggi
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.
by Buggi
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 ...
by Buggi
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 ...
by Buggi
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 ...
by Buggi
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 ...
by Buggi
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?
by Buggi
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! @_@
by Buggi
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.
Back2Basics.zip
(2.54 MiB) Downloaded 365 times
by Buggi
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? :D
by Buggi
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.
by Buggi
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.
by Buggi
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 ...
by Buggi
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.
artifactocean.jpg
artifactocean.jpg (1.08 MiB) Viewed 4267 times
by Buggi
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!
by Buggi
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 ...
by Buggi
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. :(
by Buggi
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.
by Buggi
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 ...
by Buggi
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?

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