Search found 6 matches

by archont
Thu Dec 18, 2025 1:32 am
Forum: Modding help
Topic: Heavy mode determinism vs Factorissimo3
Replies: 3
Views: 227

Re: Heavy mode determinism vs Factorissimo3

Fascinating! Thank you very much!

Note that placing a warehouse from Factorissimo3 immediately and always causes failure of /heavy-mode - so it does cause a de facto desync state per your definition. As part of the normal "happy path" behavior of the mod.

But the nature of the desync it causes ...
by archont
Thu Dec 18, 2025 1:01 am
Forum: Modding help
Topic: Heavy mode determinism vs Factorissimo3
Replies: 3
Views: 227

Heavy mode determinism vs Factorissimo3

While debugging a desync multiplayer issue I've used /heavy-mode to isolate the cause of desyncs. After simplifying it to a new game and no mods except Factorissimo3, I've noticed that placing down a warehouse and the creation of the factory floor surface immediately causes heavy mode to immediately ...
by archont
Wed Sep 13, 2023 5:04 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 357155

Re: Friday Facts #375 - Quality

THIS SUCKS
Rationale:
1) No good way to visually communicate item quality
Whether it's dots or an item glow, the game needs to communicate that a Common item is different from a Legendary item. The current dots are UI leaking into the game world, which is a design hack.
I realize this is with ...
by archont
Sat Jun 18, 2016 4:19 pm
Forum: Mods
Topic: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Replies: 36
Views: 26392

Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)

As per landfill idea - the interesting solution would for it to work like treefarm, in that it occupies increasing land area, depending on how much input went in. When the counter for input items rolls over, it spawns a Waste object in the nearest free space - essentially an extreme HP rock that ...
by archont
Sat Jun 18, 2016 3:04 pm
Forum: Mods
Topic: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Replies: 36
Views: 26392

Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)

First, rebalancing the endgame for bobs mods is a GREAT idea. I've won the game before I knew it, all the fancy materials were just filler and now there's an actual reason to build them.

A couple of points:

- Anything to tone down god modules or are they still game-breakingly OP?

- Any way to ...
by archont
Fri May 20, 2016 7:46 pm
Forum: Mods
Topic: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
Replies: 28
Views: 46054

Re: [MOD 0.12.16] Displaying range of turrets [v1.1.2]

Image

Seems to happen when paving over turret range indicators - some get paved over, some don't. The concrete is still there over the yellow tiles, but trying to reset them crashes the game.

Must get rid of yellow squares. Any ideas?

Go to advanced search