Search found 69 matches

by mk-fg
Fri Nov 09, 2018 1:29 am
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16279

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

btw I tried it again and got the exact same error 8-) Ah, damn, guess these integers might be too big for any printf() format, sorry :( Guess I'll test it better locally this time and come up with something more likely to work in your game. game eats 13GB in main menu and 16GB after loading savegam...
by mk-fg
Fri Nov 09, 2018 12:44 am
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16279

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

Also, to be fair, loading an 8-hour game here with a more modest collection of 37 mostly quality-of-life mods, factorio takes 1.7G actual and 3.2G virtual memory (allocated, but not necessarily ever used) here, so guess 4-8G might be normal for more extensive and more content-heavy mod collection.
by mk-fg
Fri Nov 09, 2018 12:32 am
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16279

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

kinda off-topic... currently running 88 mods on my biggest map yet, and the game hasn't crashed after 12 hours. but eats like 16GB RAM :shock: I think that's likely to be a memory leak in one of these mods, as I doubt anything in lua code can actually use 16G of data and don't lag horribly while do...
by mk-fg
Fri Nov 09, 2018 12:24 am
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16279

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

Forgot that zip files can be used in mod dir as-is, so didn't think that its name would matter, my bad. You did rename it correctly though, but quick and dirty serialization code for that export command couldn't handle chunk offsets used in your game. (used %d serialization for json keys, which can'...
by mk-fg
Thu Nov 08, 2018 9:06 pm
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16279

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

Save and mod list would do the same btw, but it's a bit of work installing all that, and I hope that maybe running such command on your end might be simplier.
by mk-fg
Thu Nov 08, 2018 9:04 pm
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16279

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

Issue seem to be that "ChunkMap[forest.chunk_key]" lookup returns nil, while (a) forest.chunk_key can only be derived from ChunkMap, and (b) nothing is removed from ChunkMap, only added (as new sectors get scanned), so this lookup should never fail. But (b) is not actually true, as zones.r...
by mk-fg
Thu Nov 08, 2018 12:51 am
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16279

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

Thanks for reporting, I'll look into it.
Forest-picking logic with cache in that place had a problem or two already.
by mk-fg
Tue Oct 02, 2018 9:20 am
Forum: Modding discussion
Topic: 0.17 Unit & AI additions
Replies: 36
Views: 17656

Re: 0.17 Unit & AI additions

As a person maintaining a unit-related mod , definitely love new fixes! Biter-specific destructive pathing have been a problem for adding anything peaceful in particular. One thing I'd love to have that wasn't mentioned is having something like .light on units - to have units emit light, which can d...
by mk-fg
Sun Aug 26, 2018 11:53 pm
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16279

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

Feel like it's more credit to a fun combination of mods you've discovered than design of this one, as all these faction dynamics weren't supposed to be there :) Added Diplomacy and Rampant to the mod suggestions list on the mod page with a link to that story post. Seem to be a good mode for those wh...
by mk-fg
Thu Aug 23, 2018 1:07 pm
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16279

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

Based on the messages Rampant AI mod announces, only the wisp_attack is noted as being hostile. Ah, fair enough, guess it respects force settings then and should be perfectly compatible, which is probably also why there shouldn't be a need for any force-related compat options in its API. And indeed...
by mk-fg
Thu Aug 23, 2018 12:38 pm
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16279

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

I think the culprit is Rampant AI mod. I get an announcement that a wisp faction is attacking Yeah, that mod seem to add a bunch of factions and might be then managing all non-player ones equally, esp. since it seem to clearly announce that it does. As also mentioned under "Technical Details&q...
by mk-fg
Tue Aug 21, 2018 3:14 pm
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16279

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

But every now and then, they would suddenly charge at my defenses and attack whatever they reach first. When in this state, my defenses activate and kill it. If you update to just-released 0.0.50, there's now console command "/wisp incidents" to place red labels with timestamps on the map...
by mk-fg
Mon Aug 20, 2018 9:11 pm
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16279

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

It's a bit weird, as they shouldn't be naturally aggressive, and only become such in the "retaliation radius" around wisp unit (yellow/red/green) killed by non-UV - UV damage doesn't count as player attacks, but bullets, running things over (cars, tanks, trains), fire (burning forests), e...
by mk-fg
Mon Aug 20, 2018 3:50 pm
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16279

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

My cases are in the game where I do not have a full solid wall of defenses yet, just groups of 2 or 3 turrets, mostly filled with the red piercing ammo, some yellow ammo. Yeah, yellow ammo might be the issue. Even though chance of replication is 20% per hit, that ammo does 5 damage, so with 30hp, i...
by mk-fg
Mon Aug 20, 2018 1:28 pm
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 16279

Re: [MOD 0.16.x] Will-o'-the-Wisps updated

Thanks. They haven't been a problem at all for me, prehaps mostly because I almost never bumped into them - default chance for these to spawn on the map is tiny 1%, i.e. 1 wisp out of every 100 spawned. And then for them to be a nuisance you'd have to start killing wisps in their vicinity, which gen...
by mk-fg
Mon Jun 18, 2018 4:48 pm
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 97690

Re: [MOD 0.14.x] Bottleneck

Thank you for providing a blue option, it's very hard for me to tell yellow and green used here apart.
And pretty sure in dark conditions they're almost indistinguishable even to a color sampler tool in gimp.
shot-2018-06-18_21-00-20.jpg
shot-2018-06-18_21-00-20.jpg (69.07 KiB) Viewed 6774 times
by mk-fg
Mon Jun 18, 2018 3:04 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.16.51] Cease-fire unit groups attack on move order
Replies: 6
Views: 2345

Re: [Oxyd] [0.16.51] Cease-fire unit groups attack on move order

Thank you both for such quick responses and support.

As I'll probably end up adding hacks like swapping entities depending on desired cease-fire state for now anyway, 0.17.0+ might be good place to get rid of them in the mod as well, along with other necessary updates.
by mk-fg
Mon Jun 18, 2018 2:38 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.16.51] Cease-fire unit groups attack on move order
Replies: 6
Views: 2345

Re: [0.16.51] Cease-fire unit groups attack on move order

I don't see this as a bug. They attack anything that gets in their way when they're trying to path somewhere unless its something on their force. It's not that they're aggressive towards it or not - it's just in the way and it's how they get around the thing in the way. If they didn't do that they ...
by mk-fg
Mon Jun 18, 2018 2:24 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.16.51] Cease-fire unit groups attack on move order
Replies: 6
Views: 2345

Re: [Oxyd] [0.16.51] Cease-fire unit groups attack on move order

I think inability to path to destination would be easier to work around in lua than attacking things at random. I.e. when command fails for some units, handle it in lua by either giving move command in a different direction, attack command, or whatever else. Instead of doing a different thing - atta...
by mk-fg
Mon Jun 18, 2018 12:55 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.16.51] Cease-fire unit groups attack on move order
Replies: 6
Views: 2345

[Oxyd] [0.16.51] Cease-fire unit groups attack on move order

I'm working on a mod which adds mostly non-aggressive units (which will retaliate though) and wanted to order groups of them to move around player's base. But that does not work as units bump into infrastructure and randomly start attacking it, even though both their and player's force are on cease ...

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