Ah, I have landfill painting on, and so that combined with your mod is what's doing it, I missed that one, if I remove either of the two, it fixes the whole thing!
I'm guessing the problem is something along the lines of:
Nicefill makes pretty landfill painting sees pretty, and has to replace it ...
There's what's happening, with Alien Biomes Landfill is called Grass, it lets you replace regular terrain, but without nicefill it functions normally, with nicefill it burns through the landfill as fast as you click and drag.
There's what's happening, with Alien Biomes Landfill is called Grass, it lets you replace regular terrain, but without nicefill it functions normally, with nicefill it burns through the landfill as fast as you click and drag.
Hmmm... The thing is, NiceFill does not manipulate landfill itself, in fact, it activates only after the landfill is placed, and then just sets the proper texture for the changed tiles, it does not even "use" landfill.
Can you disable water blending in the settings and see if it changes anything ...
So apparently if I try to use the click and drag feature on a large selection of landfill, it murders the stack of it exponentially faster the bigger the area you have.
I killed 3,000 landfill in less than a second on an 8x8 selection just by trying to click and drag.
Is it possible to get this updated for that character API change? I love the research extended reach thing, but I have a couple buddies that play this with me, and a few of them don't know how to change the file, and your license doesn't allow us to redistribute the modified file.
So apparently if I try to use the click and drag feature on a large selection of landfill, it murders the stack of it exponentially faster the bigger the area you have.
I killed 3,000 landfill in less than a second on an 8x8 selection just by trying to click and drag.
I actually don't agree at all with making the landmines always visible, I'd rather see something more akin to having an upgrade for the radars that allows them to detect landmines within their radius of vision. It would add an extra level of importance to the radar, and make it more difficult for ...
I do read the mod portal also. It's fairly cumbersome there to continue discussion.
Current behaviour was specifically added to work like that and I'm not keen on changing it. Vanilla game has a pretty annoying issue that covering ore that requires fluid and one that doesn't makes miner stop ...
So with the Angel's Infinite Ores requiring fluid, is there a way to have the patches seperated out, so that Infinite ores(solid patch) are actually Quite rare, but if you do find one, they're purely infinite, and if not infinite it's just the regular ore patch (no infinite ores)? (I believe vanilla ...
Yes, the mod portal feature does not ease the customization of mods.
I had a look at the new API and stacksize is still not editable afterwards. It's in the game data. So no possibility to increase it optionaly using a techno research. Same with default request size (which can now be set to 1 in ...
Is there any chance someone was building rails at the time it desynced? Using the rail-planner?
nah, I was in our base, (which was sorta close to our nuke reactor) and Thillthecool was riding around in a tank, the moment he explored a new section it ...
So a buddy trying to connect to my server, gets desync'd When using a tank to clear out biter nests. It the southernmost part, with the Label of Bacon Tank Crash here.
Here is my current Log, along with the zip of all used mods, and a copy of my savegame as well.