Search found 30 matches

by Semaphor
Fri Sep 30, 2022 2:34 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 361688

Re: [MOD 0.13.17+] Rampant

New bug - popup when defending against large group. The version of Rampant - 3.1.2 What is your map evolution - 91% last I checked. Was Rampant added at the start of a game - yes. A brief description of what you are experiencing - Fighting off a large group while trying to rebuild defenses. Screensh...
by Semaphor
Sat May 02, 2020 11:15 pm
Forum: Not a bug
Topic: [0.17.79] Multiplayer able to trade from long distance
Replies: 1
Views: 812

[0.17.79] Multiplayer able to trade from long distance

Not sure if it's reproducible in 0.18, but in the latest 0.17, if you are playing with someone and, while close by, you click on them to open their inventory and trade, they can walk away while still being able to trade. I was able to give my friend items from over a dozen chunks away.
by Semaphor
Sat Jun 22, 2019 9:19 pm
Forum: Pending
Topic: [kovarex] [0.17.50] Crash on save: "inboundSignal->getReservation() == nullptr was not true"
Replies: 1
Views: 1003

[kovarex] [0.17.50] Crash on save: "inboundSignal->getReservation() == nullptr was not true"

I am unsure how this bug was caused, but looking at the logs, it seems it has something to do with trains. I had two trains deadlocked on a bi-directional rail.
by Semaphor
Mon Feb 26, 2018 3:27 am
Forum: Minor issues
Topic: [0.16.25] Ground/visible after placing water (waterfill mod)
Replies: 2
Views: 1630

[0.16.25] Ground/visible after placing water (waterfill mod)

Some of the new dirt decorations don't disappear when water is placed over it (using the waterfill mod). This could be a bug with the mod?
by Semaphor
Thu Feb 22, 2018 10:19 pm
Forum: Duplicates
Topic: [0.16.25] Rotating belt causes belt items to disappear
Replies: 2
Views: 1270

[0.16.25] Rotating belt causes belt items to disappear

Reproduce steps: - Fill a belt with stuff. - Cause the belt to be backed up. - Rotate one of the belts that's full. - Witness that things disappear. When the belt items "disappear", they actually become stacked at the end of the belt. By picking up that belt, you're picking up these super ...
by Semaphor
Wed Feb 07, 2018 2:24 pm
Forum: Ideas and Suggestions
Topic: Where is my "Portable Nuclear Reactor" for my power armor?
Replies: 8
Views: 5958

Re: Where is my "Portable Nuclear Reactor" for my power armor?

It would be nice to replace the fusion reactor with a Radioisotope Thermoelectric Generator (RTG, RITEG). Fusion isn't used anywhere else and we can't build fusion power plants. But we already have nuclear plants, so it's just a modification to that technology.
by Semaphor
Fri Feb 02, 2018 9:18 pm
Forum: Texture Packs
Topic: [Request] Mechanical Computer for Mod.
Replies: 0
Views: 2877

[Request] Mechanical Computer for Mod.

My mod will add computers to the game. I envision there being multiple types computers, starting with a "Babbage steam engine" to modern computers. The Babbage steam engine is the only one that moves and has an animation. The others would be static images (or maybe animated with blinking l...
by Semaphor
Wed Jan 31, 2018 7:15 pm
Forum: Modding discussion
Topic: Science without Science packs?
Replies: 3
Views: 1758

Re: Science without Science packs?

steinio wrote:You mean like this mod: https://mods.factorio.com/mod/timed_technology
This is perfect. I'll give it a go. Thanks.
by Semaphor
Wed Jan 31, 2018 1:51 am
Forum: Modding discussion
Topic: Science without Science packs?
Replies: 3
Views: 1758

Science without Science packs?

I'm toying around with the idea of removing the need for science packs. I'd like the Lab to progress science forward using electricity only (and time). Is this possible or is the science pack requirement hard-coded in the game?
by Semaphor
Fri Jun 16, 2017 11:04 pm
Forum: Resolved Problems and Bugs
Topic: [TOGos] [for 0.16] [15.21] oil, stone, uranium do not spawn with minimal settings
Replies: 20
Views: 9824

Re: [0.15.21] oil, stone, uranium nowhere to be found

Can you test this bug (with the console commands as well) in such a prior version, for comparison purposes? Loaded up 0.14.23. Looks like the same issue exists. I even teleported out to -12000,-12000 to see if I can get larger resource blobs. Same issue, no oil or stone. I used RSO mod for ages, wh...
by Semaphor
Fri Jun 16, 2017 3:06 am
Forum: Resolved Problems and Bugs
Topic: [TOGos] [for 0.16] [15.21] oil, stone, uranium do not spawn with minimal settings
Replies: 20
Views: 9824

Re: [0.15.21] oil, stone, uranium nowhere to be found

"Very low Very small" resources should be hard to find, but it is a bug when they are impossible to find. Indeed. Something changed in the last minor revision. I've always played my games with those ultra low settings and there have always been oil and uranium, even if they were dozens of...
by Semaphor
Thu Jun 15, 2017 11:28 pm
Forum: Resolved Problems and Bugs
Topic: [TOGos] [for 0.16] [15.21] oil, stone, uranium do not spawn with minimal settings
Replies: 20
Views: 9824

[TOGos] [for 0.16] [15.21] oil, stone, uranium do not spawn with minimal settings

I've generated a world with only Iron, copper, and coal. No Oil, Uranium and stone. Settings: Everything to "Very Low"; All size to "Very Small"; Iron/Copper "Very good", Stone/Coal/Uranium at "Regular", and Oil at "Very Poor". I ran a few regenerati...
by Semaphor
Fri Dec 02, 2016 7:12 pm
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 62194

Re: Friday Facts #167 - Reactors Operational

Doesn't a reactor require water to keep the rods submerged and cool? Looks like the reactor is just providing heat for the boilers to turn water into steam. i'm Still Hoping for Slightly Logical Reactors... like Different Fuels, RTGs, Uranium Enrichment, High Perssure Turbines, Better Pumps, etc. bu...
by Semaphor
Thu Dec 01, 2016 7:59 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 420
Views: 276058

Re: Performance optimization - post your saves

A big FPS slowdown I've seen can be reproduced without mods or a save: 1. Have a large parcel of land that is paved. I mean HUGE. 2. Grab a blueprint of that massive area of paved land so you get a blueprint of nothing but paved area. 3. have the blueprint in hand so you get a "ghosted" co...
by Semaphor
Sun Nov 27, 2016 6:39 pm
Forum: Ideas and Requests For Mods
Topic: [Idead/Request] A Roboport with grid
Replies: 0
Views: 825

[Idead/Request] A Roboport with grid

Having a grid in a roboport could be cool. Things you could put into the grid would be: - More batteries for added recharge power. - A fusion reactor so that the roboport could be self sufficient without the need for a power grid. - Some sort of new item that modifies the roboport's construction/log...
by Semaphor
Sat Nov 26, 2016 5:40 pm
Forum: Modding help
Topic: Custom metadata associated with an item
Replies: 4
Views: 1979

Custom metadata associated with an item

I'm wondering if this is possible. I'd like to create an item you use for selecting entities. This item would save a list of entities for later use. Then, when using the item, it would refer to the saved list within the item itself rather than a global variable. Is there a way to assign metadata to ...
by Semaphor
Mon Nov 14, 2016 5:20 am
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 121344

Re: [0.14] Reactors & Atomic Locomotives

Would it be possible to add uranium (or plutonium)-tipped missiles to this mod? The explosion would create a cloud of radiation/poison. The Nucular mod has this, but your mod is the better of the two, IMO.
by Semaphor
Thu Nov 10, 2016 1:25 am
Forum: Mods
Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
Replies: 40
Views: 24982

Re: [MOD 0.14.x] Macromanaged Turrets v1.1.1

0.14.19 bug. Looks like, despite my efforts, a turret will always show a 10 stack of ammo even though the amount should be 20 (logistics request set to 20). However, there appears to be multiple stacks of 10; one displayed and one hidden. When a turret is given 20 ammo, 10 appears. When you shift-cl...
by Semaphor
Sun Aug 28, 2016 3:20 pm
Forum: Not a bug
Topic: [0.13.19] You can set two controls to the same key
Replies: 1
Views: 1114

[0.13.19] You can set two controls to the same key

Somehow I managed to set two actions to the same key. See pic:
Untitled.png
Untitled.png (280.45 KiB) Viewed 1114 times
by Semaphor
Sat Aug 06, 2016 2:05 am
Forum: Not a bug
Topic: [0.13.14] Green/Red wire not reclaimed when picking up item
Replies: 1
Views: 1136

[0.13.14] Green/Red wire not reclaimed when picking up item

Reproduction steps: 1. Create two or more doodads/combinators. 2. Use a green or red wire to connect the doodads/combinators. 3. pick up the buildings such that the connection is cut. 4. Look in inventory, wire is not reclaimed. Alternate steps: 1. Connect two doodads/combinators with a wire. 2. Rem...

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