Search found 108 matches

by Kenira
Wed Apr 17, 2019 5:08 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11418

Re: [MOD 0.17.x] KenirasRandomRecipes 1.4.4

It's funny you mention that, because i am currently working on that. Albeit not directly integrated into the mod, i'm working in Python right now and working with data dumps from some other mod. But when / if i get it working i could possibly integrate it into the mod to display if some things got s...
by Kenira
Mon Apr 15, 2019 10:07 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11418

Re: [MOD 0.17.x] KenirasRandomRecipes 1.4.4

Yeah that would be quite a significant overhaul to how recipes get randomized. I'll need to think about if / how exactly to do it. What would be much easier to solve the issue of wanting for recipes to be different more often while not increasing the range as much: It would be possible to relatively...
by Kenira
Sat Apr 13, 2019 2:29 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11418

Re: [MOD 0.17.x] KenirasRandomRecipes 1.4.4

Hey, thanks for the feedback! I'm not 100% sure i know exactly what you mean when you say higher complexity with less rounding. Could you give a more specific example? How i understand it now is that it's a problem especially with recipes like iron plate smelting where you have 1 ingredient and 1 re...
by Kenira
Wed Apr 03, 2019 6:14 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 19544

Re: [MOD 0.16.x] Realistic Power

Should be fixed in the new version, i haven't used that mod myself before so i am not 100% sure how to use it. If there are still issues do let me know.
by Kenira
Fri Mar 15, 2019 8:18 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11418

Re: [MOD 0.17.x] KenirasRandomRecipes 1.4.4

Forgot to post updates here on the forums, whoops. Latest update (1.4.4) is only for v0.17.13, and at the same time fixes an issue that came up with .13 (some items are not meant to be stacked, and it would crash the game pre-.13 and cause an error in .13, so now the mod will not cause product amoun...
by Kenira
Tue Mar 05, 2019 1:57 am
Forum: Duplicates
Topic: [0.17.5] Crash canceling Rocketry research: "ResearchQueue::remove"
Replies: 3
Views: 342

Re: [0.17.5] Crash canceling Rocketry research: "ResearchQueue::remove"

I also experience crashes when cancelling research. I have a (heavily modded) save file where it's reproduceable: 1. load save 2. open tech window 3. cancel technology currently being researched (Radar Amplification) by clicking on the red x 4. double click it on the list in the bottom left to add i...
by Kenira
Sun Mar 03, 2019 1:19 pm
Forum: Resource Spawner Overhaul
Topic: How do you uninstall RSO during a game?
Replies: 5
Views: 1729

How do you uninstall RSO during a game?

I wanted to play without RSO, only to realize after several hours it was active. If i uninstall RSO, map generation just generates empty chunks for new chunks i explore without any enemies or resources.

How do i uninstall RSO properly without breaking map generation?
by Kenira
Wed Feb 27, 2019 6:14 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 19544

Re: [MOD 0.16.x] Realistic Power

1.0.10:
- updated for 0.17
- removed adjusting stack sizes for when playing with bob's mods or yuoki
by Kenira
Wed Feb 27, 2019 6:13 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11418

Re: [MOD 0.17.x] KenirasRandomRecipes 1.3.0

Added the voids to blacklist anyway since there is no point in randomizing them. New version with 0.17 support out now. v1.3.0 - updated for 0.17 - "Randomizing everything" option will now respect the belt sync setting instead of overriding it to false - added options to randomize iron and...
by Kenira
Tue Feb 05, 2019 12:35 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11418

Re: [MOD 0.16.x] KenirasRandomRecipes 1.0.5

Thanks for the report, i'll add them to the blacklist by default for the next version.
by Kenira
Mon Feb 04, 2019 8:07 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11418

Re: [MOD 0.16.x] KenirasRandomRecipes 1.0.5

Can you be a bit more specific about what the problem is? I'm not sure what you mean. I just tried using a flare stack and that works.
by Kenira
Sun Jan 20, 2019 10:44 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11418

Re: [MOD 0.16.x] KenirasRandomRecipes 1.0.5

v1.2 - this patch will rerandomize everything again so don't update during a game, sorry. probably / hopefully for the last time - finally properly fixed numbers changing when you add or remove mods. numbers should now properly be constant for a given seed, no matter what else you do. - switched awa...
by Kenira
Fri Jan 18, 2019 3:01 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11418

Re: [MOD 0.16.x] KenirasRandomRecipes 1.0.5

v1.1.1
- fixed changing random seed not working which was broken for a while already (this will change all the numbers so don't update during a game!)
- added option for randomizing stack sizes
- added rounding for crafting times
by Kenira
Tue Jan 15, 2019 3:16 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11418

Re: [MOD 0.16.x] KenirasRandomRecipes 1.0.5

v1.1.0 out:
- added difficulty settings
- added option to round to nearest prime number
- added fuel performance randomization option

It's been over a year after the request, but i finally added a difficulty setting :P
by Kenira
Thu Jun 28, 2018 10:31 am
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 19544

Re: [MOD 0.16.x] Realistic Power

You are right. I'm not sure i want to push an update just for this though, but at the very least i'll change it with the next one.
I do mostly make these mods for myself, so that kinda shows occasionally :P "I have this mod already, why not fix this other thing too"
by Kenira
Wed Jun 27, 2018 9:56 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 19544

Re: [MOD 0.16.x] Realistic Power

You shouldn't handcraft much anyway, so that's incentive to automate things more ;) And storage, what exactly do you need that much storage for? As i see it, too large stack sizes or also storing too much materials makes you adopt bad practices. But yeah, you can just increase the stack sizes yourse...
by Kenira
Wed Jun 27, 2018 8:03 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 19544

Re: [MOD 0.16.x] Realistic Power

That's by design. Do you need the large stack sizes for something specific? Are you handcrafting a lot?
by Kenira
Wed Jun 27, 2018 9:44 am
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 19544

Re: [MOD 0.16.x] Realistic Power

Sorry about that, yes i may have skipped proper testing this time around and lua may have tripped me up / i did something that would have worked in C++, but not in lua. Whoops. Should all be fixed in new version. And yeah 10MW is a bit much, although it is quite a strong radar. How exactly did you r...
by Kenira
Tue Jun 26, 2018 9:38 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 19544

Re: [MOD 0.16.x] Realistic Power

Both LTN and scanning radar should be fixed in new version, at least the 2 entities, the train stop input signal, and the scanning radar now work again. Not sure there are other entities in these mods that are affected. And i made my life a bit easier for future mod incompatibilities, i added a blac...
by Kenira
Tue Jun 26, 2018 7:07 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 19544

Re: [MOD 0.16.x] Realistic Power

Thanks for the report, fixed in 1.0.7.

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