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 ...
Search found 6 matches
- Thu Dec 18, 2025 1:32 am
- Forum: Modding help
- Topic: Heavy mode determinism vs Factorissimo3
- Replies: 3
- Views: 227
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
A couple of points:
- Anything to tone down god modules or are they still game-breakingly OP?
- Any way to ...
- 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]

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?