Search found 15 matches

by aureon
Sun Mar 20, 2016 9:01 pm
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 117657

Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics

Any recommended tuning for brewing this with Marathon?
Defaults are going end up.. well... harshly.
by aureon
Thu Mar 17, 2016 5:55 pm
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 117657

Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics

Any way to make biters ignore completely rails&power lines?
Even having to build special, ignored versions is A-ok. But as it this, this doesn't work with RSO.
by aureon
Thu Dec 17, 2015 1:23 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Modules.
Replies: 205
Views: 132294

Re: [0.11.22/0.12.x][v0.12.9] Bob's Modules.

I'm playing with all merged off, productivity filters on, and all base modules heavily nerfed (Speed to 15 speed \ 20 consumption, efficiency to 10, production to 3% production \ 20% pollution \ 5% speed) They still barely make sense, mainly due to all MK2+ equipment having an exaggerated amount of ...
by aureon
Wed Dec 16, 2015 12:58 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Modules.
Replies: 205
Views: 132294

Re: [0.11.22/0.12.x][v0.12.9] Bob's Modules.

Is it normal that beacons stay at 0.75 efficiency even with 7-10 targets? Merged modules are a cheat mode. They should probably afford roughly half of the bonus of the non-merged module - otherwise there's really no need to use any nonmerged. Another option could be requiring [rank+2] modules for me...
by aureon
Wed Dec 16, 2015 12:49 pm
Forum: Bob's mods
Topic: Crash when any building is demolished by aliens
Replies: 4
Views: 10178

Re: Crash when any building is demolished by aliens

Isolated the responsible mod to Advanced Logistic System, either removing that or updating to .19 fixed it.
by aureon
Fri Nov 27, 2015 12:02 am
Forum: Bob's mods
Topic: Crash when any building is demolished by aliens
Replies: 4
Views: 10178

Re: Crash when any building is demolished by aliens

I understand. Updating to 12.19, and i'll try to isolate the issue.
If it's not Bob's, it's probably the advanced logistic system, nothing else makes sense.
by aureon
Thu Nov 26, 2015 6:44 pm
Forum: Bob's mods
Topic: Crash when any building is demolished by aliens
Replies: 4
Views: 10178

Crash when any building is demolished by aliens

In my playthru, whenever aliens destroy a building, the game crashes. Log: 0.001 2015-11-26 03:35:23; Factorio 0.12.18 (Build 17444, win64) 0.001 Operating system: Windows 10 0.001 Program arguments: "C:\games\factorio\bin\x64\Factorio.exe" 0.001 Read data path: C:/games/factorio/data 0.00...
by aureon
Mon Nov 23, 2015 2:22 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 105845

Re: [UPDATED] Introducing NARMod 3.4

No chance for a 0.12 update? = (
by aureon
Sun Sep 06, 2015 3:35 pm
Forum: News
Topic: Friday Facts #101 - The players are real people
Replies: 96
Views: 66455

Re: Friday Facts #101 - The players are real people

Are you sure that's the war you want to fight? You're against videogames being partially publicly funded as cultural projects? That's a.. bewildering stance to take. I even bet Factorio didn't apply for the development grant like the other 31 companies from all around Europe did. Of course we didn't...
by aureon
Fri Jun 26, 2015 12:19 pm
Forum: Mods
Topic: [MOD 0.11.22] Galactic Trade Mod
Replies: 69
Views: 41876

Re: [MOD 0.11.22] Galactic Trade Mod [WIP]

Have you thought of, rather than enabling the player to build universal chests, spawning 'outposts' with chests far away from base, with said chests being limited to certain items?

I guess it's a modmod idea, and i may just make it after 0.12 hits if you allow me to use your code : )
by aureon
Wed Jun 17, 2015 5:44 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 105845

Re: [UPDATED] Introducing NARMod 3.4

Could you enable debug mode in RSO config and start new game - after that there will be a debug log in script-output/logs directory. It'll give actual %-age chances for each resource in your configuration. My guess atm is that NARMod might have different resource needs then bob's mods or DyTech and...
by aureon
Sat Jun 13, 2015 8:20 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 105845

Re: [UPDATED] Introducing NARMod 3.4

I intend to add proper NARMod support - I had impression that it will have ores rebalanced so would prefer to wait for taht to happen. And bob's detection will need to be changed to avoid false detection of NARMod. Actually, i ripped all the Silver ore references and it works quite well. The only p...
by aureon
Tue Jun 09, 2015 11:17 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 105845

Re: [UPDATED] Introducing NARMod 3.4

Hi, great work here. Is there a way to get sulfur besides as a byproduct of oil processing? Trying to make explosives of any type basically means shutting down the whole Processing Board plant, for... not that many explosives. Sulfuric Acid is extremely hard to come by, and i'm already running 8 oil...
by aureon
Fri Nov 07, 2014 5:21 pm
Forum: Resolved Problems and Bugs
Topic: Different IP addresses
Replies: 3
Views: 1786

Re: Different IP addresses

Everyone has to be able to connect to everyone, that's the thing.
If Host connects to A over a VLAN, and to B over a normal TCP, A<->B can't see each other on the IPs the Host has.
by aureon
Fri Nov 07, 2014 5:17 pm
Forum: Multiplayer
Topic: P2P connections
Replies: 2
Views: 4010

P2P connections

Is a server-based way to play MP planned? P2P connections require mutual visible IPs and ports, which is.. sometimes impossible to achieve, especially with ISPs that do not give public IPs, but rather just ones under NATs.

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