[MOD 0.12.X] Explosive Termites 1.1.7: extreme deforestation

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Rseding91
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Re: [MOD 0.11.X] Explosive Termites 1.1.5: extreme deforesta

Post by Rseding91 »

Tom_The_Hero1 wrote:i dont know if you remember me but schmendrick once got you to my livestream but i had a problem today when i wanted to go livestream some multiplayer with one of my friends both this mod and landfill made me desync over and over again i didn't even get a chance to move :/

anyways once it is fixet i will start using it once again because i hate trees that are in my way -_-
What do I need to do to reproduce the desync? I've used the mod on MP multiple times without any issues as well as others.
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n9103
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Re: [MOD 0.11.X] Explosive Termites 1.1.5: extreme deforesta

Post by n9103 »

Unless you've had a stable Vanilla/stock MP session with the with the other players, then you should consider something about the connection to be the problem rather than a mod.
If all parties involved have already had a stable session on the version of the game being used, then don't mind me.
Just putting this out there because there are a number of abnormal* connection configurations that Factorio currently can't traverse.

*Abnormal being anything other than a computer connecting to a router, that's connected to the internet, with Factorio's port opened.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.
Tom_The_Hero1
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Re: [MOD 0.11.X] Explosive Termites 1.1.5: extreme deforesta

Post by Tom_The_Hero1 »

well once i removed those 2 mods multiplayer was working fine and i had no other mods toggled on btw i'm using factorio 0.11.6 jsut in case you could use that :/
Rseding91
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Re: [MOD 0.11.X] Explosive Termites 1.1.5: extreme deforesta

Post by Rseding91 »

Tom_The_Hero1 wrote:well once i removed those 2 mods multiplayer was working fine and i had no other mods toggled on btw i'm using factorio 0.11.6 jsut in case you could use that :/
Try adding them back and see if it desyncs. Without a method to reproduce the desync I'm going to say it's just one of the many desync bugs in 0.11.6 that may or may not be fixed in 0.11.10.
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Peter34
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Re: [MOD 0.12.X] Explosive Termites 1.1.6: extreme deforestation

Post by Peter34 »

I have no clue about what this mod does. I mean, yes, it removes Trees, but I don't know how fast it does it, and I especially don't know the radius of the effect per dropped Termite. I don't know, based on the contents of the 1st post, if I'll need 6-7 units of Termites just to remove a tiny patch of Trees or if I'll deforest a 150x150 tile area just by throwing 1 Termite.

And in what sense are Alien Termites better? How much better are they?

I like numbers. The OP contains few, if any, of those.
Rseding91
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Re: [MOD 0.12.X] Explosive Termites 1.1.6: extreme deforestation

Post by Rseding91 »

Peter34 wrote:I have no clue about what this mod does. I mean, yes, it removes Trees, but I don't know how fast it does it, and I especially don't know the radius of the effect per dropped Termite. I don't know, based on the contents of the 1st post, if I'll need 6-7 units of Termites just to remove a tiny patch of Trees or if I'll deforest a 150x150 tile area just by throwing 1 Termite.

And in what sense are Alien Termites better? How much better are they?

I like numbers. The OP contains few, if any, of those.
There's a video on the front post.
If you want to get ahold of me I'm almost always on Discord.
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