Search found 3911 matches
- Tue Aug 18, 2015 9:28 pm
- Forum: Resource Spawner Overhaul
- Topic: Bug reports
- Replies: 125
- Views: 51234
Re: Bug reports
So this just happened to a copper ore patch. http://i.imgur.com/N2zG1d9.jpg The copper is over 650.000 in one block. I don't think this is supposed to happen. Sadly in this circumstances it is. I can clip it at some value but for now it choses the solution that won't take a lot of ore away. It's ca...
- Tue Aug 18, 2015 5:23 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 562492
Re: Yuoki Industries - Informations, Suggestions, Questions
You should check where you downloaded the mod. Maybe Yuoki should bold the link , increase the font size and color it as well? :roll: https://forums.factorio.com/forum/viewtopic.php?f=70&t=12214#p82075 It's really pretty simple. It's a youtube video - not a nice short description of what connec...
- Tue Aug 18, 2015 4:56 pm
- Forum: General discussion
- Topic: Aliens attacking with no polution
- Replies: 13
- Views: 14967
Re: Aliens attacking with no polution
It's a parameter of biters - can be easily modded I think to stop respecting players base.
- Mon Aug 17, 2015 7:49 pm
- Forum: Bob's mods
- Topic: My personal experience with bobs mods.
- Replies: 7
- Views: 16744
Re: My personal experience with bobs mods.
You can try to add Natural Evolution or similar mod. It won't make the biters more powerful but more numerous for sure. I'm usually running my base with green modules so I have a problem now with lack of alien artifacts since I'm not being attacked at all = no alien artifacts coming to me. I didn't ...
- Mon Aug 17, 2015 6:13 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 174314
Re: [0.11.22/0.12.x][v0.12.3] Bob's Warfare mod
I'd agree on the wood
New crude refining helps with getting more heavy oil to wood - circuits already eat a lot and making even mediocre ammo amounts will require a lot more.
New crude refining helps with getting more heavy oil to wood - circuits already eat a lot and making even mediocre ammo amounts will require a lot more.
- Mon Aug 17, 2015 5:45 pm
- Forum: Not a bug
- Topic: Coil Whine when starting the game
- Replies: 13
- Views: 11726
Re: Coil Whine when starting the game
I'd still consider this a bug. When in main menu game generates constant 100% GPU load with vsync off. It's not a desired behavior for sure. Turn v-sync on :) turning v-sync off is telling the game "run at as fast of a frame rate as you can". On the main menu that's some 2000-3000 FPS. In...
- Mon Aug 17, 2015 5:40 pm
- Forum: Modding help
- Topic: Blank Surface?
- Replies: 10
- Views: 5292
Re: Blank Surface?
If you want you can find full list of currently used map settings near beginning of control.lua in RSO mod.
And to drop the resource you need to use size none not the frequency.
And to drop the resource you need to use size none not the frequency.
- Mon Aug 17, 2015 5:18 pm
- Forum: Not a bug
- Topic: Coil Whine when starting the game
- Replies: 13
- Views: 11726
Re: Coil Whine when starting the game
I'd still consider this a bug.
When in main menu game generates constant 100% GPU load with vsync off. It's not a desired behavior for sure.
When in main menu game generates constant 100% GPU load with vsync off. It's not a desired behavior for sure.
- Mon Aug 17, 2015 5:10 pm
- Forum: Gameplay Help
- Topic: Expansion Candidate Chunks
- Replies: 5
- Views: 10972
Re: Expansion Candidate Chunks
And if you want some more visitors try adding Natural Evolution mod.
One of things it modifies is the enemy expansion and size of attacks.
One of things it modifies is the enemy expansion and size of attacks.
- Sun Aug 16, 2015 6:26 pm
- Forum: Not a bug
- Topic: Coil Whine when starting the game
- Replies: 13
- Views: 11726
Re: Coil Whine when starting the game
Are you running with vsync enabled?
Menu might be trying to run at very high fps without vsync.
Menu might be trying to run at very high fps without vsync.
- Sun Aug 16, 2015 2:25 pm
- Forum: Modding help
- Topic: Reading pollution value of chunk
- Replies: 2
- Views: 2067
- Sun Aug 16, 2015 2:10 pm
- Forum: Multiplayer
- Topic: [Public|EU] OFFLINE Dedicated Server with Crash Detection
- Replies: 311
- Views: 112708
Re: [Public] Dedicated MP Server with Crash Detection
Ops sorry. Will re-upload the 1.3.3.Sokyra wrote:Hey, rso-mod author has posted an update (1.3.4) , and the old version on your server (1.3.3) isn't available anymore.
Nobody can join until you update the mod or make the file available for download....
- Sun Aug 16, 2015 12:43 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 181333
Re: [0.12.x] RSO Discussion thread
Added new version.
Thanks to Align for the modified config - looks interesting so I applied it in a bit lighter form.
Lets see how it will work - should be closer to RSO experience from early versions.
Thanks to Align for the modified config - looks interesting so I applied it in a bit lighter form.
Lets see how it will work - should be closer to RSO experience from early versions.
- Sun Aug 16, 2015 12:01 pm
- Forum: Implemented mod requests
- Topic: Normal value for resources
- Replies: 4
- Views: 4842
Normal value for resources
Currently LuaEnityPrototype contains fields for checking if resources is infinite and getting it's minimum value.
It would be good to add also normal value there - it would allow runtime calculation of actual resource %-age that resulting resource will have in infinite mode.
It would be good to add also normal value there - it would allow runtime calculation of actual resource %-age that resulting resource will have in infinite mode.
- Sun Aug 16, 2015 10:02 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 181333
Re: [0.12.x] RSO Discussion thread
<cut> I just want a starting area with one medium sized patch of coal, copper, iron, and stone. That way I can start the game. I don't want fields that seem endless. I want to have to explore, but not if it means I can't build anything at all because I can't kill a dozen spawners to find my first p...
- Sun Aug 16, 2015 10:00 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 181333
Re: [0.12.x] RSO Discussion thread
We started to have desyncs on our map after re-enabling RSO :( I'm pretty sure it's connected with "discovering" new chunks of the map after some testing, I don't have the time to debug this so I'll just generate a new map to play on for now :p I'm not aware of any changes that would lead...
- Sun Aug 16, 2015 1:18 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 181333
Re: [0.12.x] RSO Discussion thread
I'm not really sure what are you trying to achieve. What is a tiny pocket for you - it seems for me that you want fields that have areas of dozen of chunks. And you want them in starting area or near it? You can mess with map gen settings for size to make fields larger and it should work. And if I u...
- Sun Aug 16, 2015 12:59 am
- Forum: Ideas and Suggestions
- Topic: World Generation Frustration
- Replies: 5
- Views: 3125
Re: World Generation Frustration
I have no idea about vanilla generation tbh - not using it really. But RSO should guarantee you starting resources. And it's specifically made to force you to travel when those are exhausted - maybe try reducing amount of water. A lot of water with interfere with RSO and might make it skip some reso...
- Fri Aug 14, 2015 6:14 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod Request, Better oil spawner
- Replies: 5
- Views: 6872
Re: Mod Request, Better oil spawner
You can also tweak RSO a bit and change so that oil always lives in spawns of at least 6. By default it's also up to 3 per spawn and up to 2 spawns per region. I would really appreciate it if you could tell me how to do that. please tell me. Go to vanilla.lua file in resourceconfigs directory and f...
- Fri Aug 14, 2015 11:40 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
- Replies: 123
- Views: 101046
Re: [0.11.22/0.12.x][v0.12.3] Bob's Enemies Mod
I thought the fact that I was finding nothing but big explosive worms when I went hunting was odd. Was this fixed in the latest version? Tbh I looked at it and couldn't figure it out. It was almost like one entity would take priority and displace all others. Only thing I managed to fix was base spa...