Search found 347 matches

by RocketManChronicles
Wed Feb 28, 2018 12:59 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326664

Re: [0.16.x] Bob's Mods: General Discussion

Power 0.16.2: Added fast replace group to medium power poles. Decreased collision box of substation so it is possible to walk between it and other entities. Added fuel value of 4.6MJ to Petroleum Gas. Added fuel value of 3MJ to Light oil. Added fuel value of 2MJ to Heavy oil. Added base_level = 1 t...
by RocketManChronicles
Mon Feb 26, 2018 12:46 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 533220

Re: [MOD 0.14] AAI Programmable Vehicles

They should not be wood. That demo map is really old. I was working on some files to replace it but more recently I was thinking that it might be better to have a mini-campaign to act as a tutorial. Even though I know how to program for the majority of this mod, a mini-campaign would be most excell...
by RocketManChronicles
Thu Feb 22, 2018 3:39 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326664

Re: [0.16.x] Bob's Mods: General Discussion

I think I'm just going to do what I did with other things. Yellow: As is Red: Steel plates and gears Blue: Steel bearings, Brass gears and Aluminium plates? Maybe drop the lube Green: Titanium gears and bearings. Advanced circuit for the splitter Purple: Nitinol gears and bearings. Processing unit ...
by RocketManChronicles
Thu Feb 22, 2018 3:27 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 533220

Re: [MOD 0.14] AAI Programmable Vehicles

Once the biters are already on an attack-move command it's not so bad, they'll attack most things that are marked as player creations. The biters you usually see are either already attacking due to pollution, or are responding to the player being close. (Turrets also seem to trigger them btw). The ...
by RocketManChronicles
Wed Feb 21, 2018 12:25 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326664

Re: [0.16.x] Bob's Mods: General Discussion

Had to rebind 'Open Inserter configuration GUI' which I previously had on the 'grave' key. Now when I rebind it to 'grave' it says Key190. Happened after your most recent patches. Not sure if anything else is affected yet. Nothing I've done should have changed that, I didn't change the inserters mo...
by RocketManChronicles
Wed Feb 21, 2018 12:00 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 533220

Re: [MOD 0.14] AAI Programmable Vehicles

Once the biters are already on an attack-move command it's not so bad, they'll attack most things that are marked as player creations. The biters you usually see are either already attacking due to pollution, or are responding to the player being close. (Turrets also seem to trigger them btw). The ...
by RocketManChronicles
Sun Feb 11, 2018 6:25 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 533220

Re: [MOD 0.14] AAI Programmable Vehicles

Ideally I'd rebuild large sections of the mod from a performance standpoint. That will also require a lot of testing different ways of doing things to see which is actually faster. It's a big time sink for relatively small gains, so right now my priority is to finish the other features and mods I a...
by RocketManChronicles
Sat Feb 10, 2018 2:48 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 533220

Re: [MOD 0.14] AAI Programmable Vehicles

Earendel, I reported a performance issue with running a heavily modded game here: https://forums.factorio.com/viewtopic.php?f=23&t=57665 . After posting this, I continued to analyze what was affecting my UPS. I think my computer has most of the blame on it (it's getting old), the UPS drops are m...
by RocketManChronicles
Sat Feb 10, 2018 2:36 am
Forum: Not a bug
Topic: [16.22] Large FPS/UPS Drop Every 60 Seconds - Heavily Modded
Replies: 4
Views: 1735

Re: [16.22] Large FPS/UPS Drop Every 60 Seconds - Heavily Modded

Thanks for the report. The FPS drop is because UPS is dropping. UPS is dropping because of the aai programmable vehicles and miner mods you have. If you remove those it will fix the problem. Thank you for the prompt replies. I continued messing with this after I posted the OP. It seems my computer ...
by RocketManChronicles
Sat Feb 10, 2018 1:18 am
Forum: Not a bug
Topic: [16.22] Large FPS/UPS Drop Every 60 Seconds - Heavily Modded
Replies: 4
Views: 1735

[16.22] Large FPS/UPS Drop Every 60 Seconds - Heavily Modded

You can find the save file and zipped mod folder here: https://drive.google.com/open?id=1H1np2z85GLSA3YhnG-T2125WBQg9C9-R I am very early in the game (just starting green science), as playing normally, I will get a major FPS/UPS drop to 30.0 about every 60 seconds. This drop will last only a few sec...
by RocketManChronicles
Fri Feb 09, 2018 11:57 am
Forum: Ideas and Suggestions
Topic: Factorio Equidistant Rail Signals Placing Assistant
Replies: 8
Views: 1717

Re: Factorio Equidistant Rail Signals Placing Assistant

Blueprints are best for this. Just ride along in a train and place blueprints of signals so your personal bots can place them. Mine are not placed every large power pole, as I have longer trains than that, and even it is not bad to have more signals, it's better to have them closer to the lengths of...
by RocketManChronicles
Tue Feb 06, 2018 12:53 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326664

Re: [0.16.x] Bob's Mods: General Discussion

Logistics 0.16.6: Removed redundant technologies: More inserters and Near inserters (and their icons) Added Production/Blue science pack to inserter-stack-size-bonus-3 (Depending if bobtech is installed) Added Hi-tech science pack to inserter-stack-size-bonus-4 Added infinite researches for inserte...
by RocketManChronicles
Fri Feb 02, 2018 8:02 pm
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 78752

Re: Friday Facts #228 - High resolution turrets

The laser turrets were pretty much the only criticism I had of this game. They needed to be beams, not only for visual effect, but they feel more realistic and give a variety of weapons. THANK YOU for the beams!
by RocketManChronicles
Fri Feb 02, 2018 7:45 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 533220

Re: [MOD 0.14] AAI Programmable Vehicles

I plan to release the 0.16 versions tomorrow morning. Most stuff is working but there are still some general pathfinding problems. Vehicles have problems over long distances, sometimes get stuck in a loop crashing into a tree or rock. I think some of it can be improved by tweaking some values, but ...
by RocketManChronicles
Fri Feb 02, 2018 1:05 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 533220

Re: [MOD 0.14] AAI Programmable Vehicles

I plan to release the 0.16 versions tomorrow morning. Most stuff is working but there are still some general pathfinding problems. Vehicles have problems over long distances, sometimes get stuck in a loop crashing into a tree or rock. I think some of it can be improved by tweaking some values, but ...
by RocketManChronicles
Thu Feb 01, 2018 1:29 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 533220

Re: [MOD 0.14] AAI Programmable Vehicles

I've had some promising responses from two of the bug reports I submitted so hopefully Factorio 0.16.21 will fix some of the problems I can't work around. I don't know when 0.16.21 will be released, but if it does fix things I should be able to release the remaining 0.16 compatible AAI versions wit...
by RocketManChronicles
Wed Jan 31, 2018 12:43 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 128920

Re: [MOD 0.14] Alien Biomes

I noticed that a lot of the terrain details, such as lava lakes, dirt patches, etc lay over the stone and concrete floor layers. Is this intended?

EDIT: Haha, see comment above mine.
by RocketManChronicles
Tue Jan 30, 2018 1:21 pm
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 46696

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

They Are Billions . (Tower Defends) We crash on an overpopulated Planted whit Aliens. The explosion was so big that the Surroundings is completely wiped out. Exactly on the crash point is the only water. We need it, and the aliens want it back. The attack every 30 minutes whit bigger army. (Counter...
by RocketManChronicles
Mon Jan 29, 2018 1:03 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326664

Re: [0.16.x] Bob's Mods: General Discussion

bobingabout wrote: Added Artillery wagon 2 and 3 (locale entry auto-translates to the base game artillery wagon of your own locale)
Added Artillery turret 2 and 3 (Same as above)
Excellent work! But what do tiers 2 and 3 bring for each of these?
by RocketManChronicles
Mon Jan 29, 2018 12:56 pm
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 46696

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

In PvP, it would be great to have a customizable option to set the distance between players. Err there is one. It's called "Distance between teams". It's like the first option of the list : https://lh6.googleusercontent.com/k_EGbSunIetGhoTWWBWNY698OTcVNhE8oHhxxbmQF76PJqt7-B7uhOsQmndllqvHY...

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