Search found 185 matches

by TheTom
Sat Aug 27, 2016 8:41 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 148859

Re: [0.13.x] Bob's Mods: General Discussion

Updated to .14 versions right now - now I can not even start Factorio anymore. Error message: "Error in assignId, recipe with name 'sulfuric acid' does not exist." How do I fix this? Which one do I ahve to update manually? (mod update in game does not work -this happens during startup, the...
by TheTom
Sat Aug 27, 2016 8:02 am
Forum: Releases
Topic: Version 0.13.19
Replies: 17
Views: 13421

Re: Version 0.13.19

You need to fix the mod logic.

I am on 13.18. I just downloaded a mod that is marked as 14.0 or upward. Which breaks the mod.

The mod should not update to an incompatible version.
by TheTom
Fri Aug 26, 2016 12:53 pm
Forum: Releases
Topic: Version 0.14.0
Replies: 58
Views: 60938

Re: Version 0.14.0

Ok, back to .13 - until more mod upates are coming.
by TheTom
Fri Aug 26, 2016 12:03 pm
Forum: Releases
Topic: Version 0.14.0
Replies: 58
Views: 60938

Re: Version 0.14.0

You need to update. All mods broke. This definitely need some (a lot) more rework. But for now - waiting for the mods to update...
by TheTom
Thu Aug 25, 2016 8:53 am
Forum: Mods
Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
Replies: 115
Views: 90407

Re: [MOD 0.13] Nucular 1.0.3 - Nuclear Reactors and Weapons

So I need one breeder per reactor? Damn ;) I had that so far, but because it looks nice - when I put up the reactor to full size that is going to be a little inconvenient with my current layout. Time to replan.
by TheTom
Wed Aug 24, 2016 6:55 pm
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 49247

Re: [MOD 0.13] Vehicle Wagon 1.0.0

> Of course, you aren't allowed to load your aircraft onto wagons, as there'd be no point!

Why not? Transporting a small aircraft is doable IRL and it means I can have a train to go away AND have easy access to a scout plane - which DOES Make sense when for example building a remote base.
by TheTom
Wed Aug 24, 2016 5:42 pm
Forum: Mods
Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
Replies: 115
Views: 90407

Re: [MOD 0.13] Nucular 1.0.3 - Nuclear Reactors and Weapons

I agree. Now that I have a small plant running with 32 reactors I am astonished by the fact that "it just works" and delivers a great power density. I have one smallish patch quite far away (existing game, so I had to research new areas) and that will likely last my whole game. It is effic...
by TheTom
Wed Aug 24, 2016 9:05 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 207834

Re: Electric energy

Actually we should reevaluate the fusion in powered armor ;) * I moved to play with the Nucular mod for nuclear powe - and I love it. While I can see some improovement, this is a good base. Not too simple, not too complex. * Energy density is unrealistically low - but a low higher than bob mod best ...
by TheTom
Tue Aug 23, 2016 1:35 pm
Forum: Mods
Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
Replies: 115
Views: 90407

Re: [MOD 0.13] Nucular 1.0.3 - Nuclear Reactors and Weapons

Finally a Uranium Patch ;) It is quite far away, but at the same time close to 2 groups of total 15 oil wells... close enough that a small second base is not too much work. Finally. I wondered if I would ever play with uranium ;)
by TheTom
Tue Aug 23, 2016 7:51 am
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 118634

Re: Railroad

With a little more programming - every signal can count wait time over time (statistics - they collect a lot of them anyway) and this can be used to evaluate the length of a bypass allowed. If average wai time on a signal is 30 seconds, the detour should not take longer than 30 seconds + margin.
by TheTom
Mon Aug 22, 2016 10:09 pm
Forum: Mods
Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
Replies: 115
Views: 90407

Re: [MOD 0.13] Nucular 1.0.3 - Nuclear Reactors and Weapons

Just how rare is uranium?

Added the mod to my game using Bob and RSO.

Added around 500 chunks map on one edge of my explored map - and no uranium to be found (using the map label mod).
by TheTom
Mon Aug 22, 2016 12:42 pm
Forum: Gameplay Help
Topic: What is the simpliest way to supply outposts?
Replies: 5
Views: 3944

Re: What is the simpliest way to supply outposts?

Separate train. I run 6 wagon ore trains now. And my outposts have 3 stops per default - Build, Supply, Bulk. Bulk is where the trains get loaded. Supply is the station for the 6 wagon supply train (which also takes random crap in the last 2 wagons) Build is where I build the station - and what my p...
by TheTom
Fri Aug 12, 2016 8:26 am
Forum: Bob's mods
Topic: [0.13.x] Bob's Revamp Mod.
Replies: 41
Views: 22098

Re: [0.13.x] Bob's Revamp Mod.

Bob's advanced science pack and mk2 lab is required for the last rocket speed tech which is required for the rocket silo tech. But yeah, it would be nice if the rocket construction required more bobs stuff. The low density structures are made mostly of steel and copper;. Aluminium and/or titanium w...
by TheTom
Tue Aug 02, 2016 7:13 am
Forum: Releases
Topic: Version 0.13.13
Replies: 12
Views: 16599

Re: Version 0.13.13

Confirm that too - though on a 7570 ;)

I see the FPS counter stuck at a solid 60FPS - but the game FEELS jittery.
by TheTom
Mon Jul 25, 2016 8:14 am
Forum: Releases
Topic: Version 0.13.10
Replies: 56
Views: 39510

Re: Version 0.13.10

Jürgen Erhard wrote:
daggertx wrote:
bp3959 wrote:
It eventually works if you keep retrying.

Cool, took about 10 clicks but it worked.
So, it took 20, or 10? Because every failure means two more clicks, I assume 10 tries, 19 clicks :D
It is worse because a download failure returns you to the unfiltered mod list.
by TheTom
Mon Jul 25, 2016 6:34 am
Forum: Releases
Topic: Version 0.13.10
Replies: 56
Views: 39510

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 just ...
by TheTom
Sun Jul 24, 2016 4:56 pm
Forum: Releases
Topic: Version 0.13.10
Replies: 56
Views: 39510

Re: Version 0.13.10

Switched over to this one. The map FINALLY started to look sane (with default settings), so I give it a go ;) So far no issues - except frame rate going down a little (60 to 50) when zooming out.
by TheTom
Tue Jul 19, 2016 1:02 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 119246

Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.2.3

Can I please have a download location for the last version working with Factorio 0.12?
by TheTom
Sun Jul 17, 2016 5:07 pm
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 20035

Re: Thoughts on 0.13 Terrain Generation

I think it is not so much that it changed algo wise as it seems there is a simple error that some of the parameters either are not handled in the UI or otherwise get bothered. I.e. a simple programming bug which makes sure that the actual code doing map generation never sees the parameters. At least...
by TheTom
Fri Jul 15, 2016 2:01 pm
Forum: General discussion
Topic: Is bitter pathing always been so broken when aggroing tons?
Replies: 10
Views: 4000

Re: Is bitter pathing always been so broken when aggroing tons?

i see... 'train' isn't a Verb so therefore the confusion. It kinda is. With the meaning of forming a "train" of biters. I don't believe that you will find that definition in any dictionary. You do - it is MMORPG slang. It also is used for some sexual practice. So, sorry, you do find it in...

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