The Issue is with NE Enemies.
You have a bunch of Green Spitters. (Unit Launchers) attacking walls and thus creating hordes of units.
Seeing what can be done...
Search found 1449 matches
- Sun Apr 14, 2019 1:37 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 319518
- Sun Apr 14, 2019 1:27 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 429963
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Copying this from the Rampant mod page. We originally thought it was theirs since we thought the "fast biters" were from there, but as he points out, his fast biters do not have that name in game. https://cdn.discordapp.com/attachments/469153977955647532/566726216564998154/2019-04-13_22_4...
- Fri Apr 12, 2019 5:05 pm
- Forum: Duplicates
- Topic: [0.17.29] Crash when accessing Blueprints
- Replies: 1
- Views: 403
[0.17.29] Crash when accessing Blueprints
Hi,
I'm getting a CTD when I open my blueprints and click on one of my books.
I'm getting a CTD when I open my blueprints and click on one of my books.
- Fri Apr 12, 2019 2:42 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 315804
Re: MOD [ 0.17.x] Bio-Industries
Hi TheSAguy I have strange problem when playing with full set of py mods and Bio Industries The BI ash is replaced by PY ash although the BI ash must be different from the PY ash because it is a slightly different product, right? First off, I'm not currently playing with Py. I'll do that after my B...
- Mon Apr 01, 2019 7:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.23] Spitter Behavior
- Replies: 6
- Views: 4632
[Oxyd] [0.17.23] Spitter Behavior
This is probably not a bug, but still a little weird.
When two spitters of opposite force are closer than the min attach range, they just freeze.
When two spitters of opposite force are closer than the min attach range, they just freeze.
- Mon Apr 01, 2019 6:56 pm
- Forum: Modding help
- Topic: Need Solution to Deadlock
- Replies: 2
- Views: 801
Re: Need Solution to Deadlock
Okay, so I solved most of the problem by just giving each enemy a very small secondary damage type. So if two Acid Immune enemies attack each other, there is a small amount of "physical" damage also, that will eventually kill the other unit. This worked for all my attacks, except for the F...
- Fri Mar 29, 2019 7:05 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 315804
Re: MOD [ 0.17.x] Bio-Industries
Nvm, looks like bob got it working without renaming...
- Fri Mar 29, 2019 5:50 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 137047
Re: [0.17] Please post bugs and balance issues here.
I think that the below also breaks Bob's Logistics and Bob's Warefare.MageKing17 wrote: ↑Fri Mar 29, 2019 5:26 pmFactorio 0.17.23 fucks up bobpower:FactorioBot wrote: ↑Fri Mar 29, 2019 4:57 pm
- Renamed "electric-energy-accumulators-1" to "electric-energy-accumulators".
FactorioBot wrote: ↑Fri Mar 29, 2019 4:57 pm
- The game now checks that technology levels are contiguous.
- Thu Mar 28, 2019 2:23 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 315804
Re: MOD [ 0.17.x] Bio-Industries
Noticed 2 more issues while playing with the powered rails. Firstly the normal powerpoles try to connect to the rails, which reserves the normal powerwire connectors on the poles so they sometimes wont connect to the nearby other normal powerpoles. And often the powerrailconnector doesnt get power ...
- Wed Mar 27, 2019 4:35 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 137047
Re: [0.17] Please post bugs and balance issues here.
Hey Bob, I think that Bob Revamp really alters Rocketry's requirements when you play with Bob + Angels. Below I have 3 screen shots. Vanilla, Bob + Revamp and Angels + Bob + Revamp. With the last one, rocketry get's put behind Rocket Fuel that costs Chemical and Utility Science. Before Rocketry was ...
- Tue Mar 26, 2019 11:27 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 315804
Re: MOD [ 0.17.x] Bio-Industries
There seems to be problem with traintracks and BioIndustries currently, atleast in my game in .17.20 i cannot cross traintracks when BioInd is enabled, when i disable the mod, or go into vanilla game, the tracks work normally. I linked these on the factorio discord, i have no idea how long they sta...
- Tue Mar 26, 2019 11:26 pm
- Forum: Modding interface requests
- Topic: Flag to Upgrade Rails
- Replies: 0
- Views: 401
Flag to Upgrade Rails
Hi,
Please see my post here about the issue with rail upgrading.
Could we please get the ability to upgrade rails, without if causing the cutting issue.
Thanks.
Please see my post here about the issue with rail upgrading.
Could we please get the ability to upgrade rails, without if causing the cutting issue.
Thanks.
- Tue Mar 26, 2019 11:18 pm
- Forum: Modding help
- Topic: Rail Issue
- Replies: 1
- Views: 571
Re: Rail Issue
okay, so it appears the the issue is that I added the following to my wooden rail: fast_replaceable_group = "rail", next_upgrade = "curved-rail", Because I wanted you to be able to upgrade that to the Concrete rail, but as a result, now the rail gets cut... Without the above you ...
- Tue Mar 26, 2019 11:03 pm
- Forum: Modding help
- Topic: Rail Issue
- Replies: 1
- Views: 571
Rail Issue
Hi, I seem to have an issue with my rails in my mod Bio Industries . For some reason, the Wooden rail and Concrete rail cuts (disconnects) when the rails cross,but the power rail does not. Does anyone possibly know what would cause this? The Concrete rail is the Vanilla rail. I really don't know wha...
- Mon Mar 25, 2019 5:54 pm
- Forum: Modding help
- Topic: [Done] Autoplace Help
- Replies: 3
- Views: 516
Re: Autoplace Help
Thanks Orzelek,
I looked at RSO and got it working using big_player_worm.autoplace = nil vs. big_player_worm.autoplace = {}
I looked at RSO and got it working using big_player_worm.autoplace = nil vs. big_player_worm.autoplace = {}
- Mon Mar 25, 2019 5:07 pm
- Forum: Modding help
- Topic: [Done] Autoplace Help
- Replies: 3
- Views: 516
[Done] Autoplace Help
Hi, I'm trying to remove the autoplace from my worms, but the result is the opposite. I get all worms. I'm copying the base game worm, and updating it's values I thought all I had to do was give autoplace = {} local big_player_worm = util.table.deepcopy(data.raw["turret"]["big-worm-tu...
- Sat Mar 23, 2019 3:15 pm
- Forum: Modding help
- Topic: Need Solution to Deadlock
- Replies: 2
- Views: 801
Need Solution to Deadlock
Hi, In my mod, NE Enemies, I have some enemies that are 100% immune to certain types of damage. In my mod NE Buildings, I have ammo that can convert a unit to our side. As a result, sometimes two units of the some type would get stuck shooting at each other forever. Was wondering if some smart peopl...
- Wed Mar 20, 2019 5:23 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 315804
Re: MOD [ 0.16.x] Bio-Industries
A bit of an oddity i've found is that there doesn't seem to be a way to convince the 0.17 upgrade planner to do anything with the rails from this mod. Rails don't appear in the menu that goes with it and trying a drag select doesn't do anything either. This makes it quite a PITA to say, change a BP...
- Wed Mar 20, 2019 4:49 pm
- Forum: Modding help
- Topic: fast_replaceable_group Question
- Replies: 2
- Views: 710
Re: fast_replaceable_group Question
Pass the problem on. Love it! Well, I'm adding this code, will solve 50% of the issues :) ---- Rail Replacement Group settings if data.raw["straight-rail"]["straight-rail"].fast_replaceable_group then data.raw["straight-rail"]["bi-straight-rail-wood"].fast_rep...
- Wed Mar 20, 2019 4:27 pm
- Forum: Modding help
- Topic: fast_replaceable_group Question
- Replies: 2
- Views: 710
fast_replaceable_group Question
Hi, Currently Rail does not have a "fast_replaceable_group" So I'm adding one as fast_replaceable_group = "rail" My question is, what if another mod also want's adds a Fast Replace group, and it's not the same as mine. Then whatever mod goes last will override the group. Is there...