Search found 514 matches
- Tue Jun 19, 2018 8:49 am
- Forum: General discussion
- Topic: Has Deathworld some hidden fixed settings regarding enemies?
- Replies: 15
- Views: 5238
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++++++...
- Mon Jun 18, 2018 9:28 pm
- Forum: General discussion
- Topic: Has Deathworld some hidden fixed settings regarding enemies?
- Replies: 15
- Views: 5238
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...
- Mon Jun 18, 2018 8:14 pm
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 60127
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?
- Mon Jun 18, 2018 9:18 am
- Forum: Technical Help
- Topic: [modded] Massive RAM spike on placing stone path
- Replies: 12
- Views: 3878
Re: [modded] Massive RAM spike on placing stone path
Is that meant to be true, and another mod broke it, or does it just happen to be true a lot?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.
- Sun Jun 17, 2018 7:52 pm
- Forum: Technical Help
- Topic: [modded] Massive RAM spike on placing stone path
- Replies: 12
- Views: 3878
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...
- Sun Jun 17, 2018 8:41 am
- Forum: Technical Help
- Topic: [modded] Massive RAM spike on placing stone path
- Replies: 12
- Views: 3878
Re: [modded] Massive RAM spike on placing stone path
And here's a minimal save that has the same problem.
Stone Brick in inventory.
Stone Brick in inventory.
- Fri Jun 15, 2018 6:21 pm
- Forum: Technical Help
- Topic: [modded] Massive RAM spike on placing stone path
- Replies: 12
- Views: 3878
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?
Just load the save and try placing some stone path.
Any other info that would help?
- Fri Jun 15, 2018 5:46 pm
- Forum: Technical Help
- Topic: [modded] Massive RAM spike on placing stone path
- Replies: 12
- Views: 3878
[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, ...
- Thu Jun 14, 2018 5:15 pm
- Forum: Technical Help
- Topic: [0.16.50] Crashing just before main menu
- Replies: 3
- Views: 1240
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...
- Thu Jun 14, 2018 4:21 pm
- Forum: Technical Help
- Topic: [0.16.50] Crashing just before main menu
- Replies: 3
- Views: 1240
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...
- Thu Jun 14, 2018 2:20 pm
- Forum: Technical Help
- Topic: [0.16.50] Crashing just before main menu
- Replies: 3
- Views: 1240
[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...
- Wed May 02, 2018 8:30 pm
- Forum: General discussion
- Topic: Starter base: What to build and what not to build.
- Replies: 31
- Views: 58771
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...
- Sat Mar 24, 2018 10:04 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 577394
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.
Changing the powered state of a vehicle (on/off/auto) while you are in it crashes the game.
- Fri Feb 23, 2018 10:31 am
- Forum: Modding help
- Topic: Wanting to adjust turret targeting priorities
- Replies: 1
- Views: 958
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...