Search found 96 matches

by chrisgbk
Thu Jan 04, 2018 5:42 am
Forum: Modding help
Topic: Access neighbour bonus of nuclear reactor
Replies: 9
Views: 4532

Re: Access neighbour bonus of nuclear reactor

Ok, I think I get what you mean. Although the default neighbour_bonus is 1, which results in +0% efficiency (I suppose that is the state when the reactor standing alone), so I think I would have to set it to 2 to get +100%.

However this has no effect. I created a test reactor prototype and I set ...
by chrisgbk
Wed Jan 03, 2018 10:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.16] Running out of VRAM with 6GB + Game deleting settings
Replies: 11
Views: 8048

Re: [0.16] Running out of VRAM with 6GB + Game Deleting Settings

I was having similar issues with substantially less mods on a GTX980, somewhere around the latest patch. I basically set everything graphics related to default to try to load but it didn't work. I eventually had to enable texture compression to be able to load. My settings never ended up deleted ...
by chrisgbk
Wed Jan 03, 2018 8:42 pm
Forum: Duplicates
Topic: [0.16.4] Sideloaded underground belt gets stuck
Replies: 6
Views: 6017

Re: [0.16.4] Sideloaded underground belt gets stuck

Most likely related to 56024 so probably fixed in 0.16.13.
by chrisgbk
Wed Jan 03, 2018 8:35 pm
Forum: Pending
Topic: 16.12 Inserter dropping on to Splitter
Replies: 4
Views: 4418

Re: 16.12 Inserter dropping on to Splitter

Fairly sure that I read somewhere that the examples with the red lights are supposed stop and that is by design. The issue seems to be about the area of the splitter that the inserter is dropping on to. Examples will stop/clog/block, or whatever you want to call it, when dropped directly from rear ...
by chrisgbk
Wed Jan 03, 2018 8:00 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 86878

Re: [16.0] Sideloading works completely different now

Just as a quick update we are actively working on fixing all the belt issues including sideloading and experimenting with compression.
Due to the complexity of belts, because of all the optimizations, this is not easy, so bear with us.

I did some frame-by-frame analysis of 0.15 vs 0.16; when ...
by chrisgbk
Wed Jan 03, 2018 4:49 pm
Forum: Modding help
Topic: Issue while doing lua stuff
Replies: 11
Views: 4614

Re: Issue while doing lua stuff

Yeah sure I was about to do that but i was wondering a more automatic way to do that if the mod was active.
Furthermore, if I update the game the issue will be still there :(.
And if i manage to understand how you guys deal with this kind of issue I could fix or create other mini mod that modify ...
by chrisgbk
Wed Jan 03, 2018 1:37 am
Forum: Not a bug
Topic: [Rseding91] Mod Portal Download use %20, Game Requires Spaces
Replies: 12
Views: 6145

Re: [Rseding91] Mod Portal Download use %20, Game Requires Spaces

I see, in that case you'll need to file a bug report with the FireFox devs to have them fix the issue on their end.

I double checked RFC 3986 ; space is not in the allowed characters set of a URI/URL and must be %encoded, so technically the mod portal is deviating from standard by supplying a ...
by chrisgbk
Wed Jan 03, 2018 1:12 am
Forum: Pending
Topic: [16.7] Player stalls out while first connecting
Replies: 7
Views: 2800

Re: [16.7] Player stalls out while first connecting

I'd recommend running wireshark and capturing a log of network activity when the player attempts to connect, both on the server side and the player side, and providing for the devs to analyze. However, it's possible this is an ISP, router, or firewall related issue, so it might be outside of the ...
by chrisgbk
Wed Jan 03, 2018 1:05 am
Forum: Not a bug
Topic: [Rseding91] Mod Portal Download use %20, Game Requires Spaces
Replies: 12
Views: 6145

Re: [Rseding91] Mod Portal Download use %20, Game Requires Spaces

When downloading a mod from the mod portal, it replaces the spaces with %20. However, when placed in the mods folder, the game crashes. Making it an actual space fixes the problem.

For example:
Download: Squeak%20Through_1.1.8.zip
What works in game: Squeak Through_1.1.8.zip

Thanks for the ...
by chrisgbk
Tue Jan 02, 2018 11:51 pm
Forum: Modding help
Topic: [SOLVED] Fluid boxes not moving resources
Replies: 18
Views: 7318

Re: Fluid boxes not moving resources


It looks like your resource doesn't create a result, just consumes mining fluid and does nothing else - note the lack of an output slot in your screenshots.

Nice! Had almost lost hope for a solution!

I think i might try to emulate what you have working and then go from there.
As should be ...
by chrisgbk
Tue Jan 02, 2018 11:29 pm
Forum: Modding help
Topic: need help to fix wind turbine, 90% is done.
Replies: 12
Views: 5965

Re: need help to fix wind turbine, 90% is done.

hey hey
I have a problem I always get "bad argument" when I use this code. I'll upload a picture. https://picload.org/view/ddapiwoi/errormsg.png.html
with version 0.15 the code always works but unfortunately it does not support the new 0.16 version.
mod url https://1drv.ms/u/s!AuM ...
by chrisgbk
Tue Jan 02, 2018 2:25 pm
Forum: Modding help
Topic: [SOLVED] Fluid boxes not moving resources
Replies: 18
Views: 7318

Re: Fluid boxes not moving resources

Just in case I tried running the production with more separation between the input- and output boxes.
But it made no real difference.

boxestest2.png

Again the input seems to work fine, the production is executed, but there is no output to the connected pipes. Probably because there is no ...
by chrisgbk
Sun Dec 31, 2017 11:30 pm
Forum: Not a bug
Topic: [0.16.12]force.spawn_position ignored on player creation
Replies: 3
Views: 3129

Re: [0.16.12]force.spawn_position ignored on player creation

This seems like it was just a misunderstanding: the surface parameter specifies which surface the spawn position is being set for, -not- which surface is the default to spawn to.
by chrisgbk
Sun Dec 31, 2017 10:17 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.16.11] Mod changelog sub-version "all" doesn't show all
Replies: 4
Views: 4675

Re: [0.16.11] Mod changelog sub-version "all" doesn't show all

Jelmergu wrote:Where did you even get that changelog screen?
It's a new feature; mods that include a changelog in the same format as the base game provides get a changelog button in the mods screen.
by chrisgbk
Sun Dec 31, 2017 6:11 pm
Forum: Not a bug
Topic: [0.16.12] land removing feature?
Replies: 2
Views: 1584

Re: [0.16.12] land removing feature?

There is no land on the map, the concrete is sitting on top of water - this is the result of using mods/console commands to generate concrete on top of water.
by chrisgbk
Sun Dec 31, 2017 10:13 am
Forum: Not a bug
Topic: Barreling recipe is really wierd now... cognitive dissonance
Replies: 3
Views: 1517

Re: Barreling recipe is really wierd now... cognitive dissonance

An isolated setup like https://i.imgur.com/Jcg3BSR.png doesn't show this behaviour - it clearly operates on 50 units. Have you tried lowering the game speed down, so you can see frame-by-frame? When the barreling recipe starts, it instantly pulls 50 from the fluid box, allowing fluid to flow in ...
by chrisgbk
Sun Dec 31, 2017 9:53 am
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.16.11] Mod changelog sub-version "all" doesn't show all
Replies: 4
Views: 4675

[wheybags] [0.16.11] Mod changelog sub-version "all" doesn't show all

If a mod changelog is viewed with multiple sub-versions, the option for "all" only shows the most recent.

Image
by chrisgbk
Sun Dec 31, 2017 9:39 am
Forum: Duplicates
Topic: [0.16.11] Multiplayer LAN crash
Replies: 7
Views: 3272

Re: [0.16.11] Multiplayer LAN crash

Probably same crash as 55949.
by chrisgbk
Wed Dec 20, 2017 3:09 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 690
Views: 565396

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Okay, essentially everything should be working now in my branch. Migrated to trivial smoke and fixed styles. It's possible there may be some issues with the replacement for get_circuit_connector_sprites since I guessed how the new way was supposed to work, and in one case just used an existing ...
by chrisgbk
Tue Dec 19, 2017 1:58 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 690
Views: 565396

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources



Thanks a lot! I have tried fixing the errors in my mod but there are just too many errors and I don't have enough time. Maybe I will base on your work to update my mod when I come back. :lol:



Absolutely; there weren't actually a significant number of errors, it's just a tad bit tedious ...

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