Search found 30 matches
- 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...
- 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.
- 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.
- 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?
- 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 ...
- 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.
- 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...
- Wed Jan 31, 2018 7:15 pm
- Forum: Modding discussion
- Topic: Science without Science packs?
- Replies: 3
- Views: 1758
Re: Science without Science packs?
This is perfect. I'll give it a go. Thanks.steinio wrote:You mean like this mod: https://mods.factorio.com/mod/timed_technology
- 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?
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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.
- 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...
- 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:
- 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...