Search found 416 matches

by Illiander42
Fri Jun 29, 2018 6:08 pm
Forum: Mods
Topic: [MOD 0.16] Swarm 1.2.0
Replies: 30
Views: 53304

Re: [MOD 0.16] Swarm 1.2.0

Any chance of getting a compatibility patch for this to work with Rampant, Natural Evolution and Bob's enemies?

My Physical Titan's weren't swarming.
by Illiander42
Tue Jun 19, 2018 9:59 pm
Forum: General discussion
Topic: Whats your current game goal?
Replies: 43
Views: 18504

Re: Whats your current game goal?

My goal is to program breakout on my combinator computer. Its super "off topic" depending on how you see it but it is quite fun (and hard). At some time i want to try to figure out if i can make an irl program to compile some code into a Blueprint string that fits into the combinator comp...
by Illiander42
Tue Jun 19, 2018 8:49 am
Forum: General discussion
Topic: Has Deathworld some hidden fixed settings regarding enemies?
Replies: 15
Views: 4849

Re: Has Deathworld some hidden fixed settings regarding enemies?

It also, (unless I'm getting my mods confused) has an option to turn up the max biter level. It defaults to 4 (I'd guess it goes small->medium->large->behemoth), and has a max of 10. I have the evolution speed turned down in my current game, because I'm playing angelbob, but I'd guess behemoth++++++...
by Illiander42
Mon Jun 18, 2018 9:28 pm
Forum: General discussion
Topic: Has Deathworld some hidden fixed settings regarding enemies?
Replies: 15
Views: 4849

Re: Has Deathworld some hidden fixed settings regarding enemies?

Factorio doesn't really have a "hell breaking loose" type of threat scaling. The hardest part of factorio is ironically the early game. Not only are you in a tech race against biter evolution, but tiny biter raids deal the highest DPS per "raid point" cost. An early raid gone wi...
by Illiander42
Mon Jun 18, 2018 8:14 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 54687

Re: [MOD 0.16.x] Deadlock's Crating Machine

Any chance you could either do a compatibility mod for angelbob materials, or give me an example of how to conditionally add a recipe for, say, Iron Sheet Coils, so I can throw together the compatibility mod?
by Illiander42
Mon Jun 18, 2018 9:18 am
Forum: Technical Help
Topic: [modded] Massive RAM spike on placing stone path
Replies: 12
Views: 3496

Re: [modded] Massive RAM spike on placing stone path

Rseding91 wrote:Specifically: LandfillPainting expects that for any given tile; tile.next_direction.next_direction.... eventually leads back to "tile" and in your collection of mods it doesn't.
Is that meant to be true, and another mod broke it, or does it just happen to be true a lot?
by Illiander42
Sun Jun 17, 2018 7:52 pm
Forum: Technical Help
Topic: [modded] Massive RAM spike on placing stone path
Replies: 12
Views: 3496

Re: [modded] Massive RAM spike on placing stone path

Just tried blueprints, and getting nanobots to place the tile. Blueprints go down fine. Activating nanobots in range of a stone path blueprint gives the following trace: Error while running event Nanobots::on_tick (ID 0) Error while running event Coverup::on_player_built_tile (ID 45) __Coverup__/con...
by Illiander42
Sun Jun 17, 2018 8:41 am
Forum: Technical Help
Topic: [modded] Massive RAM spike on placing stone path
Replies: 12
Views: 3496

Re: [modded] Massive RAM spike on placing stone path

And here's a minimal save that has the same problem.

Stone Brick in inventory.
by Illiander42
Fri Jun 15, 2018 6:21 pm
Forum: Technical Help
Topic: [modded] Massive RAM spike on placing stone path
Replies: 12
Views: 3496

Re: [modded] Massive RAM spike on placing stone path

Two for two so far, plus a previous crash that was probably (but not certainly) this plus running out of RAM.

Just load the save and try placing some stone path.

Any other info that would help?
by Illiander42
Fri Jun 15, 2018 5:46 pm
Forum: Technical Help
Topic: [modded] Massive RAM spike on placing stone path
Replies: 12
Views: 3496

[modded] Massive RAM spike on placing stone path

Mods installed that are possibly relevant: Dectorio, RampantAI (with the option that increases RAM usage turned on), full AngelBobMadclownSpaceEX, AAI Vehicles, Coverup, Clean Concrete. Game running happily, if a little RAM-hungry. Then I go to place a stone path under my bus, so I can walk faster, ...
by Illiander42
Thu Jun 14, 2018 5:15 pm
Forum: Technical Help
Topic: [0.16.50] Crashing just before main menu
Replies: 3
Views: 1137

Re: [0.16.50] Crashing just before main menu

Yep, turning off parallel sprite loading looks like it would also have fixed the issue. (Memory usage only increased, instead of spiking and dropping) I kinda wish there was a way to say "only use X threads for sprite loading" though. I get that same system-wide freeze at 85%, and I probab...
by Illiander42
Thu Jun 14, 2018 4:21 pm
Forum: Technical Help
Topic: [0.16.50] Crashing just before main menu
Replies: 3
Views: 1137

Re: [0.16.50] Crashing just before main menu

And some more info from me having a poke around: The crash is caused by my machine running out of RAM at the "Loading Sprites" stage where factorio uses all my processors (I have 16 logical processors, and only 16GB RAM, with a system resting RAM of about 4GB, so each thread is using ~0.75...
by Illiander42
Thu Jun 14, 2018 2:20 pm
Forum: Technical Help
Topic: [0.16.50] Crashing just before main menu
Replies: 3
Views: 1137

[0.16.50] Crashing just before main menu

Game loaded fine yesterday. Haven't changed any settings since last good load. OS is Gentoo Linux, Factorio is launched via Steam. Game goes into loading screen (the black one with the Factorio logo and orange progress bar, "loading mods", "loading sprites", etc...) At 80-90% the...
by Illiander42
Wed May 02, 2018 8:30 pm
Forum: General discussion
Topic: Starter base: What to build and what not to build.
Replies: 31
Views: 51785

Re: Starter base: What to build and what not to build.

Going back to the main point of the OP, I tend to think of every base's purpose as to accelerate my next base's production. So the purpose of Base1 is to build everything you need for Base2 (including researching any relevant techs), Base2's purpose is to build everything needed for Base3, and so on...
by Illiander42
Sat Mar 24, 2018 10:04 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 534569

Re: [MOD 0.14] AAI Programmable Vehicles

Found a crash:

Changing the powered state of a vehicle (on/off/auto) while you are in it crashes the game.
by Illiander42
Fri Feb 23, 2018 10:31 am
Forum: Modding help
Topic: Wanting to adjust turret targeting priorities
Replies: 1
Views: 843

Wanting to adjust turret targeting priorities

I'm wanting to write a simple mod to let you say "this turret shoots the thing farthest away, this one shoots the thing nearest" and looking through the documentation I can't see how to do it. Is there a mod that already does this, or is it something we can't do? Why: I want to set up a co...

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