Search found 15 matches

by tmas
Tue Jan 17, 2023 10:55 pm
Forum: Gameplay Help
Topic: Splitter Filter Stops Working
Replies: 3
Views: 1594

Re: [1.1.72] Splitter Filter Stops Working

You are correct that the screenshot I provided shows the filter splitter working correctly. I was too panicked to take a screenshot of the issue I described, but I will the next time it happens (no idea when). Strangely enough, it hasn't happened again yet in my save. Regarding the filter being bloc...
by tmas
Mon Jan 16, 2023 8:11 pm
Forum: Gameplay Help
Topic: Splitter Filter Stops Working
Replies: 3
Views: 1594

Splitter Filter Stops Working

When splitting a belt that has different items on each half and splitting again with a filter on it, items will occasionally completely stop being filtered. For example, A belt has sulfur on the left side and red chips on the right. A splitter is placed, yielding two belts with sulfur on the left an...
by tmas
Thu Sep 15, 2022 8:19 pm
Forum: Gameplay Help
Topic: Electric Furnace Pollution Math
Replies: 2
Views: 789

Electric Furnace Pollution Math

A vanilla electric furnace has a pollution output of 1/m. A tier one productivity module gives +5% pollution. Two would be +10%. Unless there's hidden matrix math, 10% added to 1 is 1.1, not 1.98 as the game claims. Tested with mods and vanilla. To reproduce, simply place two electric furnaces and p...
by tmas
Sat Sep 10, 2022 1:50 am
Forum: Won't fix.
Topic: [1.1.61] Assembly Machines Too Quiet
Replies: 2
Views: 1552

Re: [1.1.61] Assembly Machines Too Quiet

Thank you for the suggestion. Recently the assembly machines went back to "normal" sound levels due to an unknown cause, but since it fixed itself I shouldn't need to create a mod. I reported a similar issue that turned out to be a mostly full page file due to infrequent pc restarts, so pe...
by tmas
Wed Sep 07, 2022 10:56 pm
Forum: Technical Help
Topic: [1.1.68] Erroring upon loading saved game
Replies: 1
Views: 589

[1.1.68] Erroring upon loading saved game

When loading a modded saved game even without any of the mods (almost vanilla), most of the time the game will completely crash. Exact error message varies and one time upon attempting to save got the 'bad allocation' message. Again, this includes loading in the minor qol mods and loading the save w...
by tmas
Fri Aug 19, 2022 10:47 pm
Forum: Won't fix.
Topic: [1.1.61] Assembly Machines Too Quiet
Replies: 2
Views: 1552

[1.1.61] Assembly Machines Too Quiet

When loading a game, even as vanilla, assembly machines are quiet. Compared to oil refineries and chemical plants, the assembly machines are much quieter. Tried removing all my mods, turning up all my sound settings and zooming in so I'm surrounded by and right up against busy assembly machine 3s. C...
by tmas
Mon Apr 18, 2022 3:45 pm
Forum: Reika's Mods
Topic: FastFurnaces - More throughput in less space
Replies: 5
Views: 4526

Re: FastFurnaces - More throughput in less space

+1. Get the same error but without ZRecycling with just fast furnaces and dragon industries.
by tmas
Sun Apr 17, 2022 1:51 am
Forum: Pending
Topic: [1.1.57] Desync importing blueprints
Replies: 3
Views: 1581

[1.1.57] Desync importing blueprints

In 1.1.57 while attempting to import a big blueprint book with multiple books inside it, I got a desync error when the blueprints almost synced. The server is a dedicated server with no mods (vanilla). Attached is the generated desync report. Edit: I tried to attach the desync report. It keeps telli...
by tmas
Fri Apr 15, 2022 8:48 pm
Forum: Ideas and Suggestions
Topic: Save Mod Sync Select All Checkbox
Replies: 2
Views: 838

Save Mod Sync Select All Checkbox

When you change your mod list and attempt to load a save that doesn't have all the mods enabled/downloaded, it would be nice to have a "Select All" checkbox for each category of "Not In Save", etc. to avoid unchecking 50+ checkboxes for some crazy people that have a ton of mods.
by tmas
Fri Apr 15, 2022 3:01 pm
Forum: Modding help
Topic: Scenario Modding - Mod File Size Workaround
Replies: 0
Views: 487

Scenario Modding - Mod File Size Workaround

I would like to create a scenario of rebuilding a megabase that got destroyed by a big explosion. Unfortunately, the file size went from 53MB to ~530MB after the destruction. The mod size limit is 263MB. Is there a way to split the scenario containing the save into two parts to work around the mod s...
by tmas
Sat Mar 05, 2022 6:49 pm
Forum: Modding help
Topic: Modpack Dependency Help
Replies: 6
Views: 1924

Re: Modpack Dependency Help

Thank you very much. I knew it was something minor. I updated all the names and everything works as expected. For "big artillery", it's supposed to be "bigger artillery". Thanks again for all your help!
by tmas
Sat Mar 05, 2022 6:13 pm
Forum: Modding help
Topic: Modpack Dependency Help
Replies: 6
Views: 1924

Re: Modpack Dependency Help

Yes, "Big Artillery" will mess up stuff since "Big Artillery (Balanced)" is a tweaked version of it. That's why I'm attempting to mark it as incompatible. Other modpacks mark stuff as incompatible with no issue. Is there special rules with marking things incompatible with "!...
by tmas
Sat Mar 05, 2022 5:10 pm
Forum: Modding help
Topic: Modpack Dependency Help
Replies: 6
Views: 1924

Modpack Dependency Help

I'm trying to make a modpack with the following dependencies: atomic artillery, big artillery (balanced), big artillery (incompatible), epic artillery sounds, king jo's insane artillery (optional), light artillery, mushroom cloud 1.1 patched (optional), napalm artillery, nuclear artillery, schall ar...
by tmas
Fri Feb 04, 2022 12:34 am
Forum: Modding help
Topic: How to make a modpack?
Replies: 2
Views: 1048

How to make a modpack?

I took a lot of the most popular mods suck as Bob's, Angel, etc. plus some I found interesting and made the biggest possible modpack (Yeah I know it's dumb). Once I finalize it and ensure everything's working with no conflicts, how can I upload the modpack since there's a file limit size I'll defini...

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