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Re: [MOD 0.14.x] Agent Orange
Posted: Wed Apr 26, 2017 9:45 pm
by Peter34
Super ultra nice!
Re: [MOD 0.15.x] Agent Orange
Posted: Thu Apr 27, 2017 4:57 pm
by Ranakastrasz
V15.1.0
Updated for V0.15
Re: [MOD 0.15.x] Agent Orange
Posted: Thu Apr 27, 2017 5:45 pm
by Peter34
Ranakastrasz wrote:V15.1.0
Updated for V0.15
Thanks for being so fast!
Re: [MOD 0.15.x] Agent Orange
Posted: Thu May 04, 2017 8:46 am
by Peter34
This mod, and the Nixie Tubes mod, has a weird conflict with the Research Queue mod.
I moved the Research Queue to a "disabled mods" folder, and now the game loads fine. Personally, I can live without Research Queue a billion times easier than without Agent Orange, but it's odd...
It was this forum post, under Nixue Tubes, that led me to try disabling Research Queue
https://mods.factorio.com/mods/justaran ... sion/10722
Re: [MOD 0.15.x] Agent Orange
Posted: Thu May 04, 2017 11:26 am
by Ranakastrasz
Reading the error, it looks like Research Queue failed to update with the changes to icon default size in vanilla.
Re: [MOD 0.15.x] Agent Orange
Posted: Fri May 26, 2017 4:06 pm
by Peter34
After updating to 0.15.14, I get a crash whenever I throw an Agent Orange.
Happened to me twice, within minutes. First time I threw a few capsules, so I thought maybe the crash was due to something happening when the Agent Orange effect ends, but 2nd time around, the crash happened much sooner, after I had managed to quickly throw 2 capsules.
Re: [MOD 0.15.x] Agent Orange
Posted: Fri May 26, 2017 4:18 pm
by Peter34
I've just verified that the problem is Agent Orange, rather than a conflict between it and some other mod, or a random glitch from another mod that just happend to coincide, twice, with me throwing a capsule.
I disabled all mods, except Agent Orange, your Flares mod, and a personal mod I've made that "gifts" starting players with some more items, including a couple of Flares and a lot of Agent Orange capsules.
I then threw an Agent Orange, and got a crash immediately.
Everything worked fine in the previous version, 0.15.13. I used lots of Agent Orange capsules, lots of Flares too, no crashes or other problems.
Re: [MOD 0.15.x] Agent Orange
Posted: Fri May 26, 2017 4:26 pm
by Ranakastrasz
I will check it out...
Re: [MOD 0.15.x] Agent Orange
Posted: Fri May 26, 2017 4:33 pm
by orzelek
Please wait for 0.15.15 that should be in progress now.
Poison capsules crash game now so argent one would be the same I think.
Re: [MOD 0.15.x] Agent Orange
Posted: Fri May 26, 2017 4:58 pm
by Peter34
orzelek wrote:Please wait for 0.15.15 that should be in progress now.
Poison capsules crash game now so argent one would be the same I think.
That sounds amazingly plausible!
Re: [MOD 0.15.x] Agent Orange
Posted: Fri May 26, 2017 5:06 pm
by Ranakastrasz
Oh. That would also have the same effect, lol.
I was assuming they screwed with the Smoke-with-trigger prototype, not that it was broken entirely, xd.
Re: [MOD 0.15.x] Agent Orange
Posted: Fri May 26, 2017 8:01 pm
by Peter34
Agent Orange capsules (and Flare Grenades) are working fine now, after the 2nd patch today.
Re: [MOD 0.15.x] Agent Orange
Posted: Sat Jul 08, 2017 3:08 am
by abordoli
Rec'd error on start-up. The typical one that wants you to disable a list of other mods that were working perfectly before this one was added.
Regards,
~B
Re: [MOD 0.15.x] Agent Orange
Posted: Sat Jul 08, 2017 3:54 am
by Ranakastrasz
Need more info. What mods?
Re: [MOD 0.15.x] Agent Orange
Posted: Sat Jul 08, 2017 3:20 pm
by abordoli
Sorry, I troubleshot all the mod interactions and found out that it was "Research Queue" that was the culprit. It seems to have some icon standards that they be 32x32. I'll report the issue over there. Thanks for the fast response!
Regards,
~B
P.S. Do you get the raw wood still?
Re: [MOD 0.15.x] Agent Orange
Posted: Sun Jul 09, 2017 2:03 am
by Ranakastrasz
abordoli wrote:Sorry, I troubleshot all the mod interactions and found out that it was "Research Queue" that was the culprit. It seems to have some icon standards that they be 32x3. I'll report the issue over there. Thanks for the fast response!
Regards,
~B
P.S. Do you get the raw wood still?
Ah, that is a known issue. It has been reported repeatedly, and is why I dropped that mod. Unfortunately I doubt it will be fixed any time soon.
And no, damage doesn't cause trees to drop wood, unless you add one of the mods that does so. Don't actually know if one exists, admittedly.
Re: [MOD 0.15.x] Agent Orange
Posted: Sun Jul 09, 2017 2:32 am
by abordoli
Ranakastrasz wrote:abordoli wrote:Sorry, I troubleshot all the mod interactions and found out that it was "Research Queue" that was the culprit. It seems to have some icon standards that they be 32x3. I'll report the issue over there. Thanks for the fast response!
Regards,
~B
P.S. Do you get the raw wood still?
Ah, that is a known issue. It has been reported repeatedly, and is why I dropped that mod. Unfortunately I doubt it will be fixed any time soon.
And no, damage doesn't cause trees to drop wood, unless you add one of the mods that does so. Don't actually know if one exists, admittedly.
Fair enough! Thanks for the prompt reply!
Re: [MOD 0.16.x] Agent Orange
Posted: Tue Dec 19, 2017 3:25 pm
by Ranakastrasz
V16.1.0
Updated for V0.16
Re: [MOD 0.16.x] Agent Orange
Posted: Tue Dec 19, 2017 11:41 pm
by GuiltyNeko
As for the issues with the research queue mod, there's a similar one that DOES work. Just look at "auto research" on the mod portal. I've used it with absolutely no problems, and it works with any modded science pack you could care to add.
Re: [MOD 0.17.x] Agent Orange
Posted: Sun Apr 14, 2019 12:20 am
by Ranakastrasz
V17.1.0
Updated for V0.17