Search found 144 matches

by doktorstick
Fri Jul 26, 2019 1:56 am
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 288206

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

What is the critter that burns down your tank's shields in 0 seconds flat and the continues to burn you until your tank explodes. It's a green fire and lasts forever . I don't know how to mitigate this. I'm guessing it's stacking from multiple enemies, but without any counter, it's a bit of a repeat...
by doktorstick
Thu Jul 25, 2019 11:59 am
Forum: Not a bug
Topic: [0.17.58] Fix CTRL-C and CTRL-X to activate on keydown
Replies: 7
Views: 994

[0.17.58] Fix CTRL-C and CTRL-X to activate on keydown

Howdy. If you press and hold CTRL-C or CTRL-X and start left-click dragging the mouse, it cancels the operation even though the picker is indicating the correct operation. And for what it's worth, I haven't noticed other operations being pedantic with the release of the key-combo, such as ALT-D LEFT...
by doktorstick
Mon Jun 24, 2019 9:26 pm
Forum: Ideas and Suggestions
Topic: Check for updates before cropping sprites
Replies: 2
Views: 380

Re: Check for updates before cropping sprites

Not only this, but loading a tons of mods just to be presented with an update dialog is a bit irritating. * Thread the startup to check for update while loading mods, etc.; * Immediately present "Update" dialog if a new update is available; * Continue loading toward the main menu even if n...
by doktorstick
Wed Jun 19, 2019 4:11 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.50] Excessive amount of time to shutdown (increases with memory use)
Replies: 6
Views: 3293

Re: [0.17.50] Excessive amount of time to shutdown (increases with memory use)

I was able to pull this together during lunch. The attachments follow: - The log file. - The savegame, not because the save is needed to show the problem, but it will provide you with the ability to sync to my mods and settings. I'm assuming that the "sync settings" will do the proper thin...
by doktorstick
Wed Jun 19, 2019 1:48 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.50] Excessive amount of time to shutdown (increases with memory use)
Replies: 6
Views: 3293

Re: [0.17.50] Excessive amount of time to shutdown (increases with memory use)

Alright, it'll have to wait until this evening (CST), but here's a quick screenshot of the 20 GB settings. It's not "Levels" as I wrote; it's "Tiers". I realized that Bob's Enemies is also installed and added to the lists as well. I don't know if that would matter for this, thoug...
by doktorstick
Wed Jun 19, 2019 12:26 am
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 57
Views: 10042

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

Thanks for the explanation re: evolution factor. I've started a 0.17 NDay /w Rampant (10 levels / 10 variations) and I was wipe last night by a wave that had medium/titan fire spitters. The pollution overlay is a very, very light pink; I had to do a double-take to even see it. My power use is about ...
by doktorstick
Tue Jun 18, 2019 9:46 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.50] Excessive amount of time to shutdown (increases with memory use)
Replies: 6
Views: 3293

[Rseding91] [0.17.50] Excessive amount of time to shutdown (increases with memory use)

Howdy. I installed Rampant mod and set the levels to 10 and variations to 20. Using process explorer, I observed that once the game launched, it consumed near 20GB of RAM. I changed the settings to 10/10, which are startup option, so it had to relaunch the game. It took several minutes for the game ...
by doktorstick
Tue Jun 18, 2019 9:39 pm
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 57
Views: 10042

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

I've started a 0.17 NDay /w Rampant (10 levels / 10 variations) and I was wipe last night by a wave that had medium/titan fire spitters. The pollution overlay is a very, very light pink; I had to do a double-take to even see it. My power use is about 3MW (two of which are radars). The only research ...
by doktorstick
Mon Jun 17, 2019 9:38 pm
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 57
Views: 10042

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

I've already suggested adding a toggle to disable any evolution changes from occurring or disabling that function while Pitch Black is installed. Pitch Black operates on the principle of increasing and decreasing evolution based on time of day or random events. It needs full control over evolution ...
by doktorstick
Thu Jun 13, 2019 7:07 pm
Forum: PyMods
Topic: World Generation Settings question
Replies: 8
Views: 2237

Re: World Generation Settings question

Marconos wrote:
Tue Jun 11, 2019 9:58 pm
Edit: Oh, and with the change with or without RSO is preferred????
Indeed. If I can reduce the number of mods I have, the better.
by doktorstick
Sun May 19, 2019 3:34 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 377
Views: 164423

Re: [0.17+] Space Exploration WIP

They already are if it falls within construction range. Does it need to be limited to that? I can see not marking for deconstruction until you've research construction robots. I run over to some tracks or an outpost smashed by meteors and my personal robots replace/repair what's need and then I hav...
by doktorstick
Wed May 15, 2019 3:40 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 377
Views: 164423

Re: [0.17+] Space Exploration WIP

Suggestion: If a meteor damages a player-faction entity, mark the meteor for destruction so bots can dispose of it.
by doktorstick
Sun May 05, 2019 7:17 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 377
Views: 164423

Re: [0.17+] Space Exploration WIP

I have a suggestion re: robot attrition. Personally, I'm playing with the defaults, and as I understand it, you added it so exploration to other moons/planets didn't immediately turn into bot-bases. My suggestion is this: add gravity to moons and planets. Nauvis is the baseline; no attrition. Bodies...
by doktorstick
Sun May 05, 2019 4:57 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 377
Views: 164423

Re: [0.17+] Space Exploration WIP

Howdy. I've been playing the mod for about a week. I've only just launched a few satellites. I avoided all the space tech because I assumed (and not too far from the mark), that it was going to take some effort for the production chain. What follows are a small collection of things I've noticed or q...
by doktorstick
Fri May 03, 2019 4:45 pm
Forum: Ideas and Suggestions
Topic: [Production Graph] Highlight items when consumpion > production
Replies: 1
Views: 245

[Production Graph] Highlight items when consumpion > production

TL;DR In the production graph, highlight the background of the items RED if the consumption is greater than the production. What ? There's not a whole lot more "what" than that. The important aspect is the "why". Why ? The main reason--besides idle curiosity--I look at the produ...
by doktorstick
Tue Apr 30, 2019 2:34 pm
Forum: Duplicates
Topic: [0.17.34] Clicking the dependency arrow in mod browser doesn't navigate to mod
Replies: 1
Views: 177

[0.17.34] Clicking the dependency arrow in mod browser doesn't navigate to mod

By way of an example: Navigate to Options | Mods | Install . Search for "Space Exploration". Click the first result "Space Exploration". In the right-pane, Dependency section, click the "->" next to "aai-industry...". Observe that it resets the "Install&q...
by doktorstick
Tue Apr 30, 2019 2:28 pm
Forum: Not a bug
Topic: [0.17.34] Placing ghost underground belts and pipes don't orient properly
Replies: 1
Views: 225

[0.17.34] Placing ghost underground belts and pipes don't orient properly

TL;DR Make ghost placement of undergrounds behave the same way as placing corporeal undergrounds. Whenever a normal underground belts or pipes are being placed, the "second' placement orients properly--in other words the first is the "input" (going underground) and the second orients ...
by doktorstick
Fri Apr 19, 2019 4:57 pm
Forum: Mods
Topic: [MOD 0.17.x] Krastorio
Replies: 24
Views: 11967

Re: [MOD 0.17.x] Krastorio

I really like the design of the entities. My one critique is that they are too clean (for lack of a better description). For instance, placing one of the Krastorio chests in the middle of your factory, it sticks out like a sore thumb; it doesn't mesh well with the overall feel of the factory. Other ...
by doktorstick
Tue Apr 16, 2019 7:11 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.31] Rotational Asymmetry in belt/inserter interactions
Replies: 6
Views: 2767

Re: [0.17.31] Rotational Asymmetry in belt/inserter interactions

In your reddit post, you referenced this "Not a Bug" bug report, and it too needs to be re-opened / re-evaluated. To use an archery term, the behavior is sinful. If "inserters can drop items faster than they can pick them up", as Rseding91 said, then I would never expect the &quo...
by doktorstick
Mon Jan 28, 2019 10:48 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 36943

Re: Friday Facts #279 - Train GUI & Modern Spitter

This FFF hints at, but does not really explicitly confirm or deny, a thing I have wanted for a long time: Condition combination control; that is, currently with AND and OR, your ability to control is somewhat limited if you want them combined in complex ways. For example, there is no way to achieve...

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