Search found 281 matches

by fishycat
Thu Sep 12, 2019 11:23 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 188587

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I found it. Apparently I had both values (vanilla biter generation and rso generation) unticked somehow. As soon as I ticked vanilla in startup, it just works fine. Sorry for the hassle guys, my fault :P Question: If I turn RSO on now in my existing game, it should work for undiscovered junks, right?
by fishycat
Thu Sep 12, 2019 11:14 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 188587

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

kingarthur wrote:
Thu Sep 12, 2019 11:12 am
fishycat wrote:
Thu Sep 12, 2019 10:54 am

I also had radarplus for rso activated which I just saw now, has no dependencies at all in info.json and maybe therefor it didn't work.
Shouldn't matter. At least it didnt use to. I'll check it
See my edit in my last post. The error is not on your side :)
by fishycat
Thu Sep 12, 2019 10:54 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 188587

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

One thing that occured to me when I started a new game with IR and RSO + bobenemies and a bunch of QoL mods, there were no enemies on the map. As soon as I unchecked RSO enemies were there. I hadn't time to investigate further, as I wanted to play IR urgently :D and my playtime is limited, alas. Bu...
by fishycat
Thu Sep 12, 2019 10:45 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 188587

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I had been running Krastorio+Bob's Enemies before IR was released, and I agree they're well balanced together. However, IR lists Bob's Library as an incompatibility, so I don't think it can be run with Bob's Enemies? Bob's Enemies has no dependencies besides base, so you can run it fine with IR. On...
by fishycat
Wed Sep 11, 2019 2:35 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 188587

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

i know it says incompatible with squeak through, but i mainly use squeak through because trees are such a pain to walk through, i dont suppose there is an alternative mod that will work but fix the tree issues? thanks for the mod. I use Picker Tweaks . It has startup settings for squeak through and...
by fishycat
Tue Sep 10, 2019 10:03 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 188587

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I'm open minded about doing something like this, but it's a medium job with medium balance consequences and need to know if wood beams and burner inserters are really tripping people up first. So far it's been one report. It didn't come up during playtesting, and we did burner stuff galore. And it ...
by fishycat
Mon Sep 09, 2019 9:32 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 188587

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Yeah, on a second thought this feels too unnecessarily complicated for such a common thing like a pole. Or rather, just some kind of resin or seed oil treatment or something. Makes it weather resistant, unburnable, etc... Perfect thing for power poles and other such outdoor setups. This sounds much ...
by fishycat
Mon Sep 09, 2019 8:45 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 188587

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I have wondered sometimes why burner inserters are even in the game, I rarely used them in vanilla. I find them super useful for my boilers. Normal inserters using power can fail in case the overall power decreases to a point, where they aren't able to fuel the boilers anymore. That's where the bur...
by fishycat
Mon Sep 09, 2019 3:05 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 188587

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Just here to share some love for this masterpiece of mod. Beside all the fantastic artwork and animations, the small thing that let me fall in love with this mod instantly, is the map-marker-place sound :D I'm excited to see what else I will discover! Thank you very much for all the long hours you p...
by fishycat
Tue Jul 09, 2019 9:06 pm
Forum: Resolved Problems and Bugs
Topic: [posila][0.17.54] Setting FireFlame prototype's spread_delay_deviation to less than 2 crashes the game
Replies: 2
Views: 1196

Re: [posila][0.17.54] Setting FireFlame prototype's spread_delay_deviation to less than 2 crashes the game

posila wrote:
Tue Jul 09, 2019 6:42 am
It turnes out I have not pushed the fix to 0.17.55 master.
As you mention this, weren't there like 7-8 fixes in the resolved for next release folder? But only three, four with this, in the changelog for 17.55.
by fishycat
Tue Jul 09, 2019 3:53 pm
Forum: Releases
Topic: Version 0.17.55
Replies: 12
Views: 8361

Re: Version 0.17.55

I got a crash after updating from .53 to .55 but the next run is fine. saved the log if the @Devs are interested. I'm running a standalone version (non-steam), since 0.17.9 came out in a non-default location configured to read mods and saves from under the game folder. Had the same problem, but is ...
by fishycat
Tue Jul 09, 2019 3:06 pm
Forum: Resolved Problems and Bugs
Topic: [17.55] Crash after update
Replies: 6
Views: 559

Re: [17.55] Crash after update

Ah ok, thank you for the link. Then this thread can be moved, I guess.
by fishycat
Tue Jul 09, 2019 2:46 pm
Forum: Resolved Problems and Bugs
Topic: [17.55] Crash after update
Replies: 6
Views: 559

Re: [17.55] Crash after update

Muppet9010 wrote:
Tue Jul 09, 2019 2:40 pm
I also had the issue going from .53 to .54. Not sure if OP did?
Yes from 53 to 54 and 54 to 55
by fishycat
Tue Jul 09, 2019 2:13 pm
Forum: Resolved Problems and Bugs
Topic: [17.55] Crash after update
Replies: 6
Views: 559

Re: [17.55] Crash after update

tehfreek wrote:
Tue Jul 09, 2019 2:08 pm
This looks like it failed when trying to start the new version automatically. Does this happen if you start it manually?
Just tried it out. Starting the game manually works just fine and is updated. But it didn't show the changelog.
by fishycat
Tue Jul 09, 2019 1:57 pm
Forum: Resolved Problems and Bugs
Topic: [17.55] Crash after update
Replies: 6
Views: 559

[17.55] Crash after update

Can't say much more. After updating from 54 to 55 it crashed after the game restarted.
I post the log and dmp.
by fishycat
Mon Jul 01, 2019 5:43 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 92053

Re: [0.17.x] Bob's Mods: General Discussion

Not sure if there's already a mod, but when I hear more steam stuff is needed, I immediately had this in mind: https://de.wikipedia.org/wiki/Datei:410 ... 5_2016.png

So you would need coal and water to run them - and a shovel :D
by fishycat
Tue Jun 18, 2019 9:51 pm
Forum: Modding help
Topic: Unable to transfer loot from mod
Replies: 8
Views: 893

Re: Unable to transfer loot from mod

Thanks for taking the time, awesome! The reason why I chose this mod back then was, it scans globally for loot on Nauvis. It was in a Bob's game and loot was everywhere cluttered and brought my old toaster to its limit. There already where several loot chest mods but I didn't like that they only sca...
by fishycat
Mon Jun 17, 2019 8:06 pm
Forum: Modding help
Topic: Unable to transfer loot from mod
Replies: 8
Views: 893

Re: Unable to transfer loot from mod

I usually look in the locale file. Ther is alien-ore-1, alien-ore-2, alien-ore-3, alien-artifact. I also looked into data.updates for the loot, same name.
But will also try out your solution.
by fishycat
Mon Jun 17, 2019 7:07 pm
Forum: Modding help
Topic: Unable to transfer loot from mod
Replies: 8
Views: 893

Re: Unable to transfer loot from mod

This mod I adopted from PiggyWhiskey a while ago. I updated it to 0.16 back then. Now it normally needs an overhaul, to also be compatible with all surfaces, not just Nauvis. But my time these days is very limited and I can't dive in so super deep and fix it somehow. Esentially what it does is, to s...
by fishycat
Sun Jun 16, 2019 11:05 pm
Forum: Modding help
Topic: Unable to transfer loot from mod
Replies: 8
Views: 893

Unable to transfer loot from mod

Hi fellow factorians, so I have this request in the mods forum, where I get asked to add the "alien-ores-1-3" from Schall Alien Loot . I then added, like several times before, this code in control.lua: if item.valid and item.stack.valid then if string.find(item.stack.name,"alien-ore-1...

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