That's fair. As it is right now its really fun to use, but it does seem very strong.
Is there any way you could somehow tweak the way it dumps items into furnaces? In our larger save we the omnimatter mod which generates ore that has a fuel value of 3mj and stacks up to 500 units. Even distribution ...
Search found 62 matches
- Sun Jun 04, 2017 6:56 pm
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 51017
- Sun Jun 04, 2017 3:39 am
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 51017
Re: [0.15] Even Distribution
Can I ask for another feature?
Could you take a look at Choumiko's autotrash, or klonan's upgrade planner mods, and try to make a simple GUI for your trash items feature?
Looking up the entity names and typing them in by hand feels so... anti-factorio.
(And it reminds me of the god-awful ...
Could you take a look at Choumiko's autotrash, or klonan's upgrade planner mods, and try to make a simple GUI for your trash items feature?
Looking up the entity names and typing them in by hand feels so... anti-factorio.
(And it reminds me of the god-awful ...
- Sat Jun 03, 2017 2:11 am
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 51017
Re: [0.15] Even Distribution
This mod is so freaking amazing. Just love it to death.
- Sat May 13, 2017 12:59 pm
- Forum: Desyncs with mods
- Topic: 0.15.10 Heavily Modded 'DesyncedWaitingForMap'
- Replies: 6
- Views: 3667
0.15.10 Heavily Modded 'DesyncedWaitingForMap'
We have a fairly large number of mods, ~50 or so, and a game save that is on ~32 hours. The game runs fine, 60 fps/ups, great performance, but then after an indeterminate amount of time we seem to all end up in a 'bad state' together. People who try to join end up desyncing immediately on join, and ...
- Thu May 11, 2017 2:56 am
- Forum: Duplicates
- Topic: 0.15.10 vanilla crash
- Replies: 2
- Views: 1665
0.15.10 vanilla crash
Was playing multiplayer pure vanilla, ~20 players online, crashed when I opened a train stop GUI to rename it and a player quit while I still had the window open.
- Tue May 02, 2017 5:37 pm
- Forum: Mods
- Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
- Replies: 120
- Views: 56963
Re: [MOD 0.13] HandyHands - Autocrafting - v1.2.2 ammo & pause
HandyHands_1.4.0.zip
Here is a quick fix, tested in freeplay and the normal scenario. Seems to port over just fine. Waiting for the author to update it on the portal.
I kept the version number 1.4.0 so that the game will auto-update and avoid any mis-match errors if the author releases a new ...
Here is a quick fix, tested in freeplay and the normal scenario. Seems to port over just fine. Waiting for the author to update it on the portal.
I kept the version number 1.4.0 so that the game will auto-update and avoid any mis-match errors if the author releases a new ...
- Tue May 02, 2017 5:35 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Laser Beam Turret
- Replies: 99
- Views: 62757
Re: [MOD 0.12.26] Laser Beam Turret
Laser_Beam_Turrets_0.1.8.zip
Here is a quick fix, tested in freeplay and the normal scenario. Seems to port over just fine. Waiting for @Klonan to update it on the portal.
I kept the version number 0.1.8 so that the game will auto-update and avoid any mis-match errors if the author releases a new ...
Here is a quick fix, tested in freeplay and the normal scenario. Seems to port over just fine. Waiting for @Klonan to update it on the portal.
I kept the version number 0.1.8 so that the game will auto-update and avoid any mis-match errors if the author releases a new ...
- Wed Apr 26, 2017 11:09 pm
- Forum: Resolved Problems and Bugs
- Topic: Stack Split Interaction with Click-Drag-Shift-Rightclick
- Replies: 3
- Views: 7703
Stack Split Interaction with Click-Drag-Shift-Rightclick
Currently the game is taking your item (fuel or ore generally), and splitting the item type you have into a half stack as you drag your mouse over the machines or furnaces. If you have extra in your inventory it utilizes that supply. When you get down to a single stack, things get weird.
If, for ...
If, for ...
- Wed Apr 26, 2017 2:38 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] 0.15.2 Blueprint Manager Interface performance issues
- Replies: 3
- Views: 3841
Re: [Rseding91] 0.15.2 Blueprint Manager Interface performance issues
I would suggest that you alter the way it works a little bit. When you open the manager it should only load your own blueprint library (saved to local character settings file, no need to ping anyone) as well as the save file's blueprints (which I presume are saved in the save file data, again ...
- Tue Apr 25, 2017 10:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] 0.15.2 Blueprint Manager Interface performance issues
- Replies: 3
- Views: 3841
[Rseding91] 0.15.2 Blueprint Manager Interface performance issues
Please load the attached save file in single player and see how the interface for the blueprint manager performs. In single player, I cannot open it without immediate and massive FPS/UPS drops whenever I interact with the GUI.
This game has had over 650 unique player ID's connect.
Please note that ...
This game has had over 650 unique player ID's connect.
Please note that ...
- Thu Apr 20, 2017 12:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [14.22] Teleporting Fire to diff chunk causes desyncs
- Replies: 9
- Views: 10886
Re: [14.22] Teleporting Fire to diff chunk causes desyncs
Out of curiosity @Rseding91 could you explain how/why? We have been discussing it in our think-tank group all morning and my hypothesis was that the teleport function itself was doing something strange like allowing the pollution to be emitted simultaneously in both chunks for anyone connected, but ...
- Wed Apr 19, 2017 8:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [14.22] Teleporting Fire to diff chunk causes desyncs
- Replies: 9
- Views: 10886
Re: [14.22] Teleporting Fire to diff chunk causes desyncs
Relevent desync report from vanilla (*No* mods) recreation: desync-report-2017-04-19_10-04-05.zip
Also, upon trying to close Factorio, a hard crash and the related factorio.previous: factorio-previous.log
Also... because I just want to thank all the people who were involved with helping.... in ...
Also, upon trying to close Factorio, a hard crash and the related factorio.previous: factorio-previous.log
Also... because I just want to thank all the people who were involved with helping.... in ...
- Fri Feb 10, 2017 1:06 am
- Forum: Resolved Problems and Bugs
- Topic: [14.22] Crash on error: "Trying to make chunk at unreasonable position [58, -262143]"
- Replies: 4
- Views: 2715
[14.22] Crash on error: "Trying to make chunk at unreasonable position [58, -262143]"
After the stream of our Moba-esque multiplayer I let the game run for a while and came back to this crash report:
- Fri Dec 23, 2016 5:04 pm
- Forum: Mods
- Topic: [MOD 0.13] Progressive running
- Replies: 52
- Views: 26775
Re: [MOD 0.13] Progressive running
Removing this mod from an existing save seems to ruin player movement...?
We had it, it was causing issues in multiplayer with the latency hiding feature, so we removed it, and now we run at normal speed with 5 legs, and like 0.2 speed with them removed... How do we remove this mod?
We had it, it was causing issues in multiplayer with the latency hiding feature, so we removed it, and now we run at normal speed with 5 legs, and like 0.2 speed with them removed... How do we remove this mod?
- Mon Dec 19, 2016 3:16 pm
- Forum: Desyncs with mods
- Topic: [0.14.21] Modded desync report
- Replies: 6
- Views: 3724
- Mon Dec 19, 2016 2:42 pm
- Forum: Desyncs with mods
- Topic: [0.14.21] Modded desync report
- Replies: 6
- Views: 3724
[0.14.21] Modded desync report
Over the weekend we ran a ~50 hour game with a number of mods and between 20 and 60 players throughout the save. Attached is one of the desync reports we were getting.
Generally, the server (either a local client or headless, both had issues) would run for about 1-3 hours before entering a state ...
Generally, the server (either a local client or headless, both had issues) would run for about 1-3 hours before entering a state ...
- Sat Dec 17, 2016 8:48 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 468
- Views: 244343
Re: ModMyFactory - mod manager and more
Ahh, I figured it out based on that, thanks. I had put some of the mods into a folder called "disabled" as a temporary measure since I kept needing to select them out of my full pack, and apparently modmyfactory doesn't like unexpected folders in the mod folder.
- Sat Dec 17, 2016 2:20 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 468
- Views: 244343
Re: ModMyFactory - mod manager and more
I've done something wrong. It is mad at me. (See attached crash.log)
- Fri Dec 16, 2016 8:14 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 48877
Re: [MOD 0.14] VehicleSnap
Would you test with the version i uploaded in previous page? https://forums.factorio.com/download/file.php?id=19401
If that makes a difference i'll upload it to mod portal.
No, you don't need to disable it. The recent 1.14.21 version seemed to fix all the errors even related to mod updating ...
If that makes a difference i'll upload it to mod portal.
No, you don't need to disable it. The recent 1.14.21 version seemed to fix all the errors even related to mod updating ...
- Fri Dec 16, 2016 7:49 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 48877
Re: [MOD 0.14] VehicleSnap
So for the next MP session we do, should we leave it disabled, manually modify and share a version of it based on the previous comments, or is it going to be updated on the portal? I'm more than willing to provide a solid MP testing ground for it. I can get ~50+ players in a game very quickly if it ...