Search found 1449 matches

by TheSAguy
Sun Apr 14, 2019 1:37 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 319518

Re: [MOD 0.13.17+] Rampant - 0.17.19

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...
by TheSAguy
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...
by TheSAguy
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.
by TheSAguy
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...
by TheSAguy
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.

by TheSAguy
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...
by TheSAguy
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...
by TheSAguy
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.

MageKing17 wrote:
Fri Mar 29, 2019 5:26 pm
Factorio 0.17.23 fucks up bobpower:
FactorioBot wrote:
Fri Mar 29, 2019 4:57 pm
  • Renamed "electric-energy-accumulators-1" to "electric-energy-accumulators".
I think that the below also breaks Bob's Logistics and Bob's Warefare.
FactorioBot wrote:
Fri Mar 29, 2019 4:57 pm
  • The game now checks that technology levels are contiguous.
by TheSAguy
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 ...
by TheSAguy
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 ...
by TheSAguy
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...
by TheSAguy
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.
by TheSAguy
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 ...
by TheSAguy
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...
by TheSAguy
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 = {}
by TheSAguy
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...
by TheSAguy
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...
by TheSAguy
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...
by TheSAguy
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...
by TheSAguy
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...

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