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by orzelek
Fri Aug 14, 2015 8:50 am
Forum: Bob's mods
Topic: Good Map Settings? Challenges?
Replies: 10
Views: 15760

Re: Good Map Settings? Challenges?

I'd recommend using RSO.. but that might be treated as advertisement ;) And I think that starting area in it has currently a bit to much potentially - you have all the needed stuff till modules I think. Most of more exotic resources are in small quantity so for mass production you'll need to search ...
by orzelek
Fri Aug 14, 2015 8:44 am
Forum: Ideas and Requests For Mods
Topic: Mod Request, Better oil spawner
Replies: 5
Views: 6872

Re: Mod Request, Better oil spawner

I should have specified that in these game's I have been generating oil is maxed out all values in a desperate attempt to make the game spawn more oil. I have the same problem in 11.x Oil just does not want to spawn well for me. what made me want to toss my keyboard through a wall some guy posted a...
by orzelek
Fri Aug 14, 2015 8:41 am
Forum: Balancing
Topic: Rockets need a small buff.
Replies: 19
Views: 24237

Re: Rockets need a small buff.

Adil wrote:Don't forget that for some reason almost every enemy unit has a significant resistance to this horribly powerful weapon.
Yeah thats the thing that makes me stay away from anything with explosive written on it. No idea what is reasoning behind that but makes rockets doubly useless :D
by orzelek
Thu Aug 13, 2015 7:10 pm
Forum: Resource Spawner Overhaul
Topic: Bug reports
Replies: 125
Views: 51220

Re: Bug reports

That did help,thanx. Game no longer crashes, but i still get "something something creatine" error message when killing bitters/spawners. You'll be getting it for some time until all the deposits of it that were meant to be spawned are skipped. It's only a warning and won't cause any probl...
by orzelek
Thu Aug 13, 2015 6:27 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311403

Re: [0.11.22/0.12.x][v0.12.2] Bob's Logistics mod

I've noticed something slightly off with upgraded roboports.

They require modular components but they also unlock them at the same time - making the tech for components a bit useless.
by orzelek
Thu Aug 13, 2015 6:03 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181220

Re: [0.12.x] RSO Discussion thread

I can say that the global_size_mult and size_distance_factor have no effect what so ever. I've tried from 1 to 9,999,999 and everything is still the same size. I've tried making new maps, using /c remote.call("RSO", "regenerate") and /c remote.call("RSO", "regener...
by orzelek
Thu Aug 13, 2015 5:43 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen]Logistics and fluids-unexpected/confusing condition
Replies: 7
Views: 3333

Re: Logistics and fluids - unexpected/confusing conditions

Hmm I do think you missed one simpliest case - you can connect wire to tank and get it's fluid level as state on the network. Conditions are for both types of networks so it can be setup and works properly. I was quite specific that this is about logistic network conditions, actually. If logistic n...
by orzelek
Thu Aug 13, 2015 5:34 pm
Forum: Mods
Topic: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
Replies: 28
Views: 39812

Re: [MOD 0.12.1] Displaying range of turrets [v1.1.1]

The turret_range is a new addition in 0.12. And it's great for mod like this :D
by orzelek
Thu Aug 13, 2015 5:18 pm
Forum: Ideas and Suggestions
Topic: IDEA: Interserter Lane Choice
Replies: 4
Views: 2583

Re: IDEA: Interserter Lane Choice

You can also grab of one of mods that add short-handed inserters and use them to grab from lane you want. I think.. I'm only using them to put on lane I want :D
by orzelek
Thu Aug 13, 2015 5:16 pm
Forum: Ideas and Suggestions
Topic: Online tower defence PvE + ranking best players
Replies: 5
Views: 1729

Re: Online tower defence PvE + ranking best players

This is one of new spammer kinds - starts thread, waits a bit for answers then posts the actual spam. the game already has all the attributes of TD: walls , turrets , drones. I would be interested to play with a friend on the defensive in cooperative or multiplayer. Need a timer, counting down the ...
by orzelek
Thu Aug 13, 2015 5:11 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen]Logistics and fluids-unexpected/confusing condition
Replies: 7
Views: 3333

Re: Logistics and fluids - unexpected/confusing conditions

Hmm I do think you missed one simpliest case - you can connect wire to tank and get it's fluid level as state on the network.

Conditions are for both types of networks so it can be setup and works properly.
by orzelek
Thu Aug 13, 2015 4:38 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181220

Re: [0.12.x] RSO Discussion thread

I'm not sure if I will try to increase it - fields larger then a chunk are generated properly now in theory so it should work.
But there will be no guarantees and if it breaks the gen then no fixing of it for now.

Unless you can figure out some trick for new version yeganer.
by orzelek
Thu Aug 13, 2015 7:35 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181220

Re: [0.12.x] RSO Discussion thread

I can say that the global_size_mult and size_distance_factor have no effect what so ever. I've tried from 1 to 9,999,999 and everything is still the same size. I've tried making new maps, using /c remote.call("RSO", "regenerate") and /c remote.call("RSO", "regener...
by orzelek
Thu Aug 13, 2015 6:55 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181220

Re: [0.12.x] RSO Discussion thread

yeganer wrote:there is a cap on maximum amount per tile. if a tile would exceed 4k i think it would be reduced to a random value between 3 and 4k.
This cap is only applied in starting area - anything outside of it has no limits currently.
by orzelek
Wed Aug 12, 2015 10:00 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181220

Re: [0.12.x] RSO Discussion thread

New version is up that should help a bit with tiny field generation and improve amount of ore when traveling further out.

I needed to re-upload it so please grab it again.
by orzelek
Wed Aug 12, 2015 9:35 pm
Forum: Resource Spawner Overhaul
Topic: Bug reports
Replies: 125
Views: 51220

Re: Bug reports

razorts wrote:I get this error
Error while running the event handler: __rso-mod__/control.lua:632: Unknown entity name(creatine)
Happens every time 100% when i kill some creeper or spawner mabe
Just adding new version - please check if problem still happens with it.
by orzelek
Wed Aug 12, 2015 6:11 pm
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 172284

Re: MoMods: CoreMod Downloads

I'ts a 0.12 Factorio change - it seems only solar power can load accumulators currently.
by orzelek
Wed Aug 12, 2015 6:05 pm
Forum: Mods
Topic: [0.12.3+ WIP] Deep Ores
Replies: 21
Views: 16742

Re: [0.12.3+ WIP] Deep Ores

I think that what you require would require separate generation algorithm.
Current one when creating few tile high resource fields is treated as buggy currently by people - that kind of fields look strange and it seems thats the field type you would be interested in :D
by orzelek
Wed Aug 12, 2015 5:57 pm
Forum: Modding help
Topic: Create entity on chunk create but AFTER the event.
Replies: 7
Views: 3896

Re: Create entity on chunk create but AFTER the event.

It would need a multiple step setup: 1. Generate patch and store it's location. Check if all chunks exist - if not try to spawn a dummy entity on them to trigger generation (there might be a better way?) 2. In on_tick check if all chunks required for the field exist - create it if they are there or ...
by orzelek
Wed Aug 12, 2015 5:43 pm
Forum: Ideas and Suggestions
Topic: Online tower defence PvE + ranking best players
Replies: 5
Views: 1729

Re: Online tower defence PvE + ranking best players

This is one of new spammer kinds - starts thread, waits a bit for answers then posts the actual spam.

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