Search found 79 matches
- Sat Jun 22, 2019 6:27 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.50] Crash in multiplayer with save window open when server shut down
- Replies: 1
- Views: 831
[kovarex] [0.17.50] Crash in multiplayer with save window open when server shut down
I was playing an unmodded multiplayer game and we agreed to stop for the night, so I went to save the game, but the host stopped the server while I had the save window open, before I could actually save the game. Normally, I'd expect the "server disconnected" message which lets me quit or ...
- Sun May 26, 2019 8:48 pm
- Forum: Mods
- Topic: [MOD 0.14] Text Plates
- Replies: 95
- Views: 42805
Re: [MOD 0.14] Text Plates
The textplate ghosts work now. With the latest version I haven't had any more bot problems, and I like being able to place plates over ghosts manually in the pre-bot game. However, I've noticed lag when manually placing plates over a ghost. There's a roughly 15 FPS/UPS drop per plate placed, so stam...
- Fri May 10, 2019 2:20 am
- Forum: Mods
- Topic: [MOD 0.14] Text Plates
- Replies: 95
- Views: 42805
Re: [MOD 0.14] Text Plates
I have an issue with blueprinting text plates. If I copy/paste an area, I get ghosts showing the correct text plates. I'd expected that placing empty text plates over the ghosts would automatically fill in the ghosted characters (just as placing a constant combinator over a ghost would preserve the...
- Tue May 07, 2019 10:43 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 389
- Views: 264710
Re: [0.17+] Space Exploration WIP
It would help to have a clear outline of how you'd like the player/planet distribution to work. The intention of different planets for players was mainly for PVP, different enemy teams could start on a different planets. It sounds like you'd want it to potentially be more cooperative. Would you wan...
- Tue May 07, 2019 6:43 am
- Forum: Mods
- Topic: [MOD 0.16.x] Factorio Extended Plus
- Replies: 52
- Views: 69897
Re: [MOD 0.16.x] Factorio Extended Plus
I think something went a little weird with the latest update's migration (I went from FactorioExtended-Equipment 0.2.1 to 0.2.3). First up the power-armor-3 tech was removed as part of the base game's change to the mk nomenclature, so I have to research it again even though I'm wearing the mk3. Woul...
- Fri Apr 26, 2019 1:51 am
- Forum: Mods
- Topic: [MOD 0.17] OARC - Multiplayer Spawning Overhaul
- Replies: 7
- Views: 1217
Re: [MOD 0.17] OARC - Multiplayer Spawning Overhaul
Yeah, it was playable and made for an interesting starting layout. There did seem to be enough resources to easily cover the pre-oil stage at least.
- Thu Apr 25, 2019 6:20 am
- Forum: Mods
- Topic: [MOD 0.17] OARC - Multiplayer Spawning Overhaul
- Replies: 7
- Views: 1217
Re: [MOD 0.17] OARC - Multiplayer Spawning Overhaul
Just want to say we finally got a chance to try it out in an actual multiplayer game and it worked great. Still had the big worm issue with "modified enemy spawning" enabled, but on railworld it's not too big of a deal (railworld disables enemy expansion so we could just avoid them for a w...
- Thu Apr 18, 2019 6:22 am
- Forum: Resource Spawner Overhaul
- Topic: How do you uninstall RSO during a game?
- Replies: 5
- Views: 3174
Re: How do you uninstall RSO during a game?
If that state is persisted in the save somehow I can't do anything about that since there is no way to add mod delete migration. A hacky way to do this would be to have an "uninstall RSO" mod that just runs a migration script to restore the data tables, assuming that's the issue. Since al...
- Tue Apr 16, 2019 8:57 am
- Forum: Mods
- Topic: [MOD 0.17] OARC - Multiplayer Spawning Overhaul
- Replies: 7
- Views: 1217
Re: [MOD 0.17] OARC - Multiplayer Spawning Overhaul
I did a little testing (my multiplayer partner isn't available for a few days), running around a vanilla-style generated solo spawn (far spawn, though I don't know if that applies much in a one-player game). It seems to be okay in that I had the starting resources and nearby bases within some distan...
- Mon Apr 15, 2019 5:48 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 126936
Re: [MOD 0.14] Alien Biomes
Here's a zoomed out view where you can see several:
Some of them are kind of jarring like the one in the top right. I think my first screenshot was the one below the coal on the bottom and there's some more near the vertical rail line and again to the far west.- Sat Apr 13, 2019 10:46 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 126936
Re: [MOD 0.14] Alien Biomes
I've been playing with this mod for a while, but one of the games I started using v0.4.6 generated some ice "splotches" that look a little weird. I don't recall this happening on previous versions. I don't know if one of your later updates addresses it either, since I just found out there'...
- Sat Apr 13, 2019 10:36 pm
- Forum: Mods
- Topic: [MOD 0.17] OARC - Multiplayer Spawning Overhaul
- Replies: 7
- Views: 1217
Re: [MOD 0.17] OARC - Multiplayer Spawning Overhaul
Thanks for this, been eyeing your scenario for a while. Something that's unclear from the mod description - do you still have those perfect circle start areas or does the mod allow for more vanilla-style starting locations? For my server I have a small, fixed number of players that will all start at...
- Sat Apr 13, 2019 1:39 am
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 56918
Re: Friday Facts #289 - Character GUI
All my comments have already been mentioned but just adding my voice in support: - The search button at that size will be very hard to click on. - Items with a maximum of 0 could use a clear indicator that those items are being trashed (like a trash can icon). - Hopefully there's some way to re-arra...
- Sun Apr 07, 2019 10:27 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Factorio Extended Plus
- Replies: 52
- Views: 69897
Re: [MOD 0.16.x] Factorio Extended Plus
Hey, I've been playing with your mod lately and it looks like the tech tree hasn't been updated for some of the 0.17.x changes. Were you looking at doing a tech tree update to match the new style where components and technology pre-reqs are more explicit? There's also a few cases where you can resea...
- Tue Apr 02, 2019 5:50 am
- Forum: Not a bug
- Topic: in on_entity_died for worm turrets, cause is nil
- Replies: 3
- Views: 1094
Re: in on_entity_died for worm turrets, cause is nil
Bit of a gravedig because I've been investigating a change in mod behavior in 0.17.23. For much of the 0.17.x branch, up through at least 0.17.17, even though event.cause is technically optional, it was being populated correctly for worm deaths. Now I'm finding on 0.17.23, worm turrets call on_entit...
- Wed Mar 20, 2019 2:03 am
- Forum: Modding help
- Topic: How can I modify player damage?
- Replies: 2
- Views: 1385
Re: How can I modify player damage?
on_entity_damaged is what I had mentioned in my second option. The challenge is this event is fired after damage is dealt, so it gets a little complicated if the damage bonus I provide would've pushed the original damage above the enemy's armor. For example, based on the Damage Resistance formula, i...
- Mon Mar 18, 2019 10:12 am
- Forum: Modding help
- Topic: How can I modify player damage?
- Replies: 2
- Views: 1385
How can I modify player damage?
I want to provide a non-technological bonus to player damage in my mod. Something like a 10%, 20%, ... 100% scaling increase to the player's manually fired weapons (shotguns, pistol, semi-machine gun, flamethrower, rockets, melee punching). This bonus should exclude "passive" (player doesn...
- Mon Mar 18, 2019 12:00 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.1] "'Item' is in the way" message should not appear for the same item placed
- Replies: 16
- Views: 11195
Re: [0.17.1] "'Item' is in the way" message should not appear for the same item placed
e.g. if you're placing transport belts, and you click on another belt in the same facing, you get the floating error message "Transport belt is in the way". This is unnecessary and irrelevant information. As a general rule, if whatever is in the way is the same object and the exact same p...
- Sun Mar 17, 2019 11:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] New checkbox style does not show checked state when first disabling the checkbox after checking it
- Replies: 1
- Views: 1736
[0.17.14] New checkbox style does not show checked state when first disabling the checkbox after checking it
This is a relatively minor display issue, but looks like a regression from the 0.16.51 behavior so reporting it here. My mod has a frame that's created whenever a player clicks a specific button on the GUI or presses the appropriate key. On this frame I have some checkboxes that are enabled and unch...