Search found 3911 matches
- Thu Apr 30, 2015 8:21 pm
- Forum: Mods
- Topic: [0.11.6] tno Modpack V2.8
- Replies: 126
- Views: 55036
Re: [0.11.6] tno Modpack V2.8
I'd guess this one would deserve being obsoleted?
- Thu Apr 30, 2015 8:19 pm
- Forum: Ideas and Suggestions
- Topic: Larger chests / Warehouse (w/ reserved slots)
- Replies: 17
- Views: 10172
Re: Larger chests / Warehouse (w/ reserved slots)
I'm pretty sure I seen a mod with those - would need a nice graphics tho and some renamingbobingabout wrote:in short... a Big smart chest. (smart chests can have reserved slots)
- Thu Apr 30, 2015 8:17 pm
- Forum: General discussion
- Topic: Inserter heartbeats
- Replies: 11
- Views: 10500
Re: Inserter heartbeats
What doesn't make sense is the fact that an inserter has to move more when taking from the "side" of a cargo wagon - it seems like the game considers a cargo wagon to only have a container in it's center, but that's far from realistic... Take a closer look at cargo wagon with inserters - ...
- Thu Apr 30, 2015 8:15 pm
- Forum: Not a bug
- Topic: Throughout Factorio versions. *ZIP Archives cause ERRORS!*
- Replies: 14
- Views: 6898
Re: Throughout Factorio versions.
I think that this one might be simply a problem with error reporting in most cases. There is only as much V-RAM on hand and Factorio likes to eat it up. Your environment might also affect this so it will not show up at every time potentially if you are close to full V-RAM with game loaded. I have no...
- Thu Apr 30, 2015 5:41 pm
- Forum: Modding help
- Topic: Split Directions
- Replies: 6
- Views: 2250
Re: Split Directions
I've seen a splitter mod that divides lanes on belt. It's in shadows modpack for sure - I don't know the name from memory.
You can also split lanes using underground belt trick. That one is described here:
https://forums.factorio.com/wiki/inde ... ound_belts
You can also split lanes using underground belt trick. That one is described here:
https://forums.factorio.com/wiki/inde ... ound_belts
- Thu Apr 30, 2015 5:31 pm
- Forum: Gameplay Help
- Topic: Icons for vehicles on map?
- Replies: 9
- Views: 5663
Re: Icons for vehicles on map?
One thing I'm missing is vehicle icon on minimap. Would make it easier to find that car you parked somewhere.. around (happens to often for me).
Would also help with certain train problems (aka walking around and train comes and.. ouch).
Would also help with certain train problems (aka walking around and train comes and.. ouch).
- Wed Apr 29, 2015 7:58 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] MoPower & Uranium power Integration
- Replies: 4
- Views: 4580
Re: [Request] MoPower & Uranium power Integration
It's not a problem - I'm not sure doing that without mod authors approval would be good tho.
They have quite different levels of complexity to actually get power I think. Could make one of them a lot of work for same effect as the other which could basically make one of them not really useful.
They have quite different levels of complexity to actually get power I think. Could make one of them a lot of work for same effect as the other which could basically make one of them not really useful.
- Tue Apr 28, 2015 10:08 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 125123
Re: [0.11.x][v0.2.9] Bob's Modules.
By putting raw productivity modules into pumps that pack/unpack liquids into barrels/bottles/cans it is possible generate infinite amounts of those liquids and of their containers (you can create a closed loop with two pumps). This effect can be boosted by surrounding pumps with beacons that increa...
- Tue Apr 28, 2015 7:58 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191131
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
@Trev_lite Thanks for the explanation. Reading of other mod config file is not possible without interface published by that mod. New version of mod attached. Changes: added configuration option useEnemiesInPeaceMod to override disabling of spawners with peace mod - defaults to false added configurat...
- Tue Apr 28, 2015 4:48 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 99920
Re: Fight
Personally, I would love to get an automated system for fighting (on top of the existing system). This can be seen as a logical consequence of not doing things manually. Let us have machines we can send out, e.g. by specifying the area of attack on the main map, and do our dirty work for us. If we ...
- Tue Apr 28, 2015 12:04 am
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191131
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
New version attached here. Resource generation reduced a bit - and for oil a lot (previous one could spawn more then 20 in one region - this one up to 8). I fixed the potential crash when mod was thinking that Bob's enemies were present but there was no spawner entity - it won't crash now just print...
- Mon Apr 27, 2015 10:32 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191131
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
I'm affraid you'd need to go to peace mod thread to get answer for this one.Trev_lite wrote:Could there be an option for peace mod with biters. I want to use peace mod for the alien ore but configured so that biters and military are still there. Could this be added as an option to the config file.
- Mon Apr 27, 2015 9:56 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191131
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Edit: Game errors out on me when starting a new game fairly quickly with something about "unknown something bob_spitter_spawner line 528" or something. I forgot to save the exact error. It happened just while in the middle of play, hadn't really explored this new map much or put down a ra...
- Mon Apr 27, 2015 9:44 pm
- Forum: Technical Help
- Topic: Late game lag, screenshots
- Replies: 3
- Views: 1817
Re: Late game lag, screenshots
The worst offenders were belts and they are optimized for 12.
If you can work with a bit of screen tearing you can disable vsync in options.
Flip time is game waiting for next monitor sync to come to update screen. Without it you might gain a bit of fps - cost is the tearing mentioned above.
If you can work with a bit of screen tearing you can disable vsync in options.
Flip time is game waiting for next monitor sync to come to update screen. Without it you might gain a bit of fps - cost is the tearing mentioned above.
- Mon Apr 27, 2015 8:03 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191131
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
*cut other quote* Can you try to do the following: Open the control.lua and remove or comment the line with "checkConfigForInvalidResources()" It's on line 632 in RSO 1.0.9. local function init() if not glob.regions then glob.regions = {} end --checkConfigForInvalidResources() prebuild_co...
- Mon Apr 27, 2015 7:46 pm
- Forum: Already exists
- Topic: Multiplayer and random number generation
- Replies: 4
- Views: 6054
Re: Multiplayer and random number generation
Thanks Koub. So this huge rng implemented in RSO is now obsolete I guess. I'll try to remove it and see if it's more behaved after that. It could be that fancy random stuff is somehow causing desync. Is there some kind of guideline for what mod shouldn't do to not break multiplayer? Edit: Are mods g...
- Mon Apr 27, 2015 6:22 pm
- Forum: Already exists
- Topic: Multiplayer and random number generation
- Replies: 4
- Views: 6054
Multiplayer and random number generation
Is there a way to generate random numbers in deterministic way in game to not break synchronization in multiplayer? I noticed that there is a very convoluted way of doing that in RSO mod currently - it also seems it might not be enough. I'd like to make it MP friendly - rng seems to be main potentia...
- Mon Apr 27, 2015 6:20 pm
- Forum: Already exists
- Topic: Gun turret automated_ammo_count attribute
- Replies: 4
- Views: 5642
Re: Gun turret automated_ammo_count attribute
Ok I know what I was missing now - you kind of hinted at it. I wasn't using inserter to put ammo in the turret. I will not mod it higher then since it doesn't make sense. I'm creating the mod with few new levels for turrets and walls for heavy defense building - mainly aimed at defense with enemy up...
- Mon Apr 27, 2015 6:01 pm
- Forum: Multiplayer
- Topic: Let's start a Marathon + RSO
- Replies: 32
- Views: 18163
Re: Let's start a Marathon + RSO
Could you guys share the config file you managed to play with RSO mod in multiplayer without problems with desyncs?
Could you also try to use the RSO 1.0.10 and check if desyncs will appear?
Could you also try to use the RSO 1.0.10 and check if desyncs will appear?
- Mon Apr 27, 2015 5:36 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191131
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Sadly can't help you there. I imagine there are few things that this mod does that will execute differently on clients. There is some convoluted way of generating random seed in the mod and also built it random number generator. Technically according to author's comments it was meant to provide dete...