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by orzelek
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?
by orzelek
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)

bobingabout wrote:in short... a Big smart chest. (smart chests can have reserved slots)
I'm pretty sure I seen a mod with those - would need a nice graphics tho and some renaming :D
by orzelek
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 - ...
by orzelek
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...
by orzelek
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
by orzelek
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).
by orzelek
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.
by orzelek
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...
by orzelek
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...
by orzelek
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 ...
by orzelek
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...
by orzelek
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

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.
I'm affraid you'd need to go to peace mod thread to get answer for this one.
by orzelek
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...
by orzelek
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.
by orzelek
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...
by orzelek
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...
by orzelek
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...
by orzelek
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...
by orzelek
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?
by orzelek
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...

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