Search found 93 matches

by Sacredd
Tue May 09, 2017 10:23 am
Forum: Mods
Topic: [MOD 0.15.x] Necromant
Replies: 32
Views: 6326

Re: [MOD 0.14.x] Necromant

First of all I would upgrade current mod for 0.15. Here we need to decide what to do with alien dna, which was used for alien science packs. Any suggestion? In next step we could add spawner stuff. Here I am always looking on bobs mods and bio farm, which I consider as "must have"/"standard" for fac...
by Sacredd
Fri Apr 21, 2017 2:33 pm
Forum: General discussion
Topic: How to live own life waiting for 0.15?
Replies: 19
Views: 2547

Re: How to live own life waiting for 0.15?

Playing RimWorld...
by Sacredd
Fri Apr 07, 2017 7:54 pm
Forum: Mods
Topic: [MOD 0.15.x] Necromant
Replies: 32
Views: 6326

Re: [MOD 0.14.x] Necromant

I have a suggestion. Biter spawners drop stuff and you can have an alternate way to create alien artefacts. I love the concept of this mod btw. Glad to to hear you like it. There is Bobs Enemies mod, which provides small artefats from killed enemies (with 100 one artefact can be made). I could make...
by Sacredd
Fri Mar 17, 2017 4:17 pm
Forum: Releases
Topic: Factorio Roadmap for 0.17 & 0.18
Replies: 795
Views: 720893

Re: Factorio Roadmap for 0.15 + 0.16

Paradox did a piece of s**t out of EU VI and CK II with the DLCs. Developers are forced to add just anything to get more and more money - do you belive this will lead to good stuff? I loved EU IV and liked CD II really (my steam account is GentlyLotus and i have 1,4k hours EU IV). They are creating ...
by Sacredd
Tue Mar 14, 2017 8:02 pm
Forum: General discussion
Topic: [MOD-DISCUSSION] Please participate
Replies: 5
Views: 805

Re: [MOD-DISCUSSION] Please participate

I agree with the suggestion and would appreciate such feature.
by Sacredd
Thu Feb 09, 2017 7:20 am
Forum: Mods
Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
Replies: 90
Views: 21338

Re: [MOD 0.13] AutoPvP - automated PvP map and forces

We are using spacebook to change resorces.
by Sacredd
Wed Jan 18, 2017 4:07 pm
Forum: Multiplayer
Topic: Suche deutsche Spieler für modded
Replies: 9
Views: 979

Re: Suche deutsche Spieler für modded

Hört sich gut an. Added mich bitte bei Steam: GentlyLotus
by Sacredd
Tue Jan 10, 2017 5:45 pm
Forum: Technical Help
Topic: [0.14.21] Can not play because of "jumps"
Replies: 16
Views: 2840

Re: [0.14.21] Can not play because of "jumps"

Here Screenshots to show the size of current map.

First our base closer view.
And here what is visible for me.
My friends have definatly scouted twice or more I did...
by Sacredd
Tue Jan 10, 2017 5:31 pm
Forum: Technical Help
Topic: [0.14.21] Can not play because of "jumps"
Replies: 16
Views: 2840

Re: [0.14.21] Can not play because of "jumps"

Sacredd, you have posted log from 2 computers, I am just interested on which one the game performs better. The first log was from Core i3-530 with GeForce GT 320, the second one was from AMD FX-4130 with GeForce 8800 Ultra. According to passmark.com the AMD CPU has about 10% better single thread pe...
by Sacredd
Tue Jan 10, 2017 5:04 pm
Forum: Technical Help
Topic: [0.14.21] Can not play because of "jumps"
Replies: 16
Views: 2840

Re: [0.14.21] Can not play because of "jumps"

It seems like developers have to improve mp: load only an area where a player is close to. Entities which could not be load fast enough, should be replaced by a placeholder entity. Load enemies with first priority. This is not possible because of the way multiplayer is implemented. The client alway...
by Sacredd
Tue Jan 10, 2017 8:10 am
Forum: Technical Help
Topic: [0.14.21] Can not play because of "jumps"
Replies: 16
Views: 2840

Re: [0.14.21] Can not play because of "jumps"

I guess its my internet connection. It seems like developers have to improve mp: load only an area where a player is close to. Entities which could not be load fast enough, should be replaced by a placeholder entity. Load enemies with first priority. I will post u a few Screenshot how big our map is...
by Sacredd
Mon Jan 09, 2017 8:22 pm
Forum: Technical Help
Topic: [0.14.21] Can not play because of "jumps"
Replies: 16
Views: 2840

Re: [0.14.21] Can not play because of "jumps"

Also first screen shows that you are unable to run game at 60 fps even without the armor. It would seem you are reaching limits of whats possible with your hardware. Exactly, you are already not on par with the server, once you put on the PA it takes up significant CPU time for a moment which lets ...
by Sacredd
Mon Jan 09, 2017 7:49 pm
Forum: Technical Help
Topic: [0.14.21] Can not play because of "jumps"
Replies: 16
Views: 2840

Re: [0.14.21] Can not play because of "jumps"

Did you simply put the armor on? Quite a few mods increased processing time by a lot and some of them should have nothing to do with modular armor (Bio Industries or KS Power for example). Might be something related to the fact that player as entity has the armor. Or there is something amiss with l...
by Sacredd
Mon Jan 09, 2017 5:26 pm
Forum: Technical Help
Topic: [0.14.21] Can not play because of "jumps"
Replies: 16
Views: 2840

Re: [0.14.21] Can not play because of "jumps"

Thank you for your replies. Lower speed might be an option, but will work only for a while I guess. The amount of mods might have indeed an influence, but in single player same save and mods are not causing any problems. There are many small mods, which add one or a few items or functionalities... S...
by Sacredd
Sun Jan 08, 2017 7:15 pm
Forum: Technical Help
Topic: [0.14.21] Can not play because of "jumps"
Replies: 16
Views: 2840

[0.14.21] Can not play because of "jumps"

We are playing a huge map with 4 people, all in their own team (peace mode of AutoPvP). Our bases are not too lange, playtime is around 40 hours. Save is about 30MB. One of players is getting jumps and can not play anymore. His log is attached. He has a good internet connect, but his hardware seems ...
by Sacredd
Sun Jan 08, 2017 6:26 pm
Forum: Technical Help
Topic: FPS drop only in multiplayer
Replies: 4
Views: 1075

Re: FPS drop only in multiplayer

Remove the mod add_loader.
It is using to many resources on script update (on_tick function).
Next one to remove would be bottleneck.
by Sacredd
Wed Jan 04, 2017 6:27 pm
Forum: Mods
Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
Replies: 90
Views: 21338

Re: [MOD 0.13] AutoPvP - automated PvP map and forces

You could use the multiple start location support in RSO to make it generate consistent starting locations. It works with all the resources so only thing that might be missing is water. It will also use game map settings for all the starting resources. One drawback of it is that you should collect ...
by Sacredd
Fri Dec 30, 2016 12:40 pm
Forum: Ideas and Suggestions
Topic: Construction bot mining speed
Replies: 2
Views: 347

Re: Construction bot mining speed

Agree with this. It would be more realistic. plz implement
by Sacredd
Sun Dec 25, 2016 10:06 pm
Forum: Mods
Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
Replies: 90
Views: 21338

Re: [MOD 0.13] AutoPvP - automated PvP map and forces

Thank you for this great mod.

Could you please change the starting of each player using the resource settings (for example low resoureces).
And adjust to bob's, angel infinite ores and rso?

Else you will have a huge carpet of resources at start, which will make game not beeing fun.
by Sacredd
Sat Dec 10, 2016 2:06 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 152010

Re: [MOD 0.12.x] Autofill

Please add support for my mod "Necromant": https://mods.factorio.com/mods/Sacredd/necromant

2 items you could add:
Bones charcoal (3 MJ), item is called "necro-bones-charcoal" internally.
And poison ammo, 5+10 dmg, called "necro-poison-ammo" internally.

Thank you.

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