Awesome, looking forward to it!
People have raised passive and phobia concerns, and those seem valid and addressable with mods worst-case.
Search found 36 matches
- Fri Aug 16, 2024 8:54 pm
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 35745
- Fri Aug 09, 2024 6:03 pm
- Forum: News
- Topic: Friday Facts #423 - Research info tooltip & Online players GUI
- Replies: 64
- Views: 12630
Re: Friday Facts #423 - Research info tooltip & Online players GUI
Lots of nice changes. Looking forward to the expansion, not sure where the "small" stuff is coming from.
- Wed Mar 13, 2024 2:16 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 31377
Re: Friday Facts #401 - New terrain, new planet
Fantastic improvements to the base planet. Looking forward to them!
- Fri Feb 16, 2024 7:36 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 34171
Re: Friday Facts #398 - Fulgora
Loving the presentation of this FFF. The atmosphere is great for Fulgora, and really interested to see how lore might play into the future of the game!
- Fri Sep 01, 2023 11:06 am
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 217
- Views: 58041
Re: Friday Facts #374 - Smarter robots
So to make things clear, the reason that we make and present these kind of changes is not because we don't want to make new flashy features, we just want the new stuff to be enjoyable without a burden of having too much to deal with. But don't worry, we will show something new next week! Proceeds t...
- Fri Aug 25, 2023 3:01 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 99288
Re: Friday Facts #373 - Factorio: Space Age
It looks fantastic! Can't wait to buy it.
Happy that you all can finally talk about it publicly!
Every factory game I go to, I find myself missing the polish and playability that Factorio offers.
Happy that you all can finally talk about it publicly!
Every factory game I go to, I find myself missing the polish and playability that Factorio offers.
- Fri Jan 31, 2020 7:55 pm
- Forum: News
- Topic: Friday Facts #332 - More sounds & Map color tweaks
- Replies: 53
- Views: 25032
Re: Friday Facts #332 - More sounds & Map color tweaks
As long as the sounds remain able to be overridden I suppose it's fine, but I'm sad to say I'm really not a fan of them either. :\
- Fri Sep 06, 2019 7:30 pm
- Forum: News
- Topic: Friday Facts #311 - New remnants 3
- Replies: 52
- Views: 30013
Re: Friday Facts #311 - New remnants 3
Those remants look pretty good and that mod looks amazing! I'm going to have to give it a try soon. why not include that mod into 0.17 vanilla? Featured or even Sponsored mods would be pretty awesome. Things like that and the Space mod. I'm sure the sponsored thing would be complicated for plenty of...
- Mon Mar 25, 2019 5:08 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 396
- Views: 295076
Re: [0.17+] Space Exploration WIP
Oh my.
Already looking amazing. Hope some more people jump on to support you!
Already looking amazing. Hope some more people jump on to support you!
- Sat Feb 09, 2019 4:27 am
- Forum: News
- Topic: Friday Facts #281 - For a Few Frames More
- Replies: 85
- Views: 47784
Re: Friday Facts #281 - For a Few Frames More
Really enjoyed reading the post, and looking forward to all the performance improvements.
Nothing great to add.
Nothing great to add.
- Mon Dec 10, 2018 8:01 pm
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 36557
Re: Friday Facts #272 - Mod GUI
I see the screen indicating dependencies (for SpaceX, in this case), but it's not clear if the game will prompt you to also download the dependencies ("Would you like to install dependencies x,y,z now?") Regardless of the potential use for "mod packs", this would still be very co...
- Tue Jan 16, 2018 2:52 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 306
- Views: 138009
Re: Mylon's Many Mods
Got this error while attacking a biter base: 25198.943 Error MainLoop.cpp:1013: Exception at tick 1334416: Error while running event Bot_Servicing::on_robot_pre_mined (ID 15) __Bot_Servicing__/control.lua:65: attempt to call global 'get_inventory' (a nil value) 25198.943 Error ServerMultiplayerManag...
- Thu Jan 04, 2018 10:12 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 464974
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
With a slower combat-focused Deathworld/AAII/AB/etc pack I'm finding it a really long trip through unrelated stuff I won't need for a while to get to Alien Understanding for the conversion ammo - which is quite a cool feature but puts it far out of practical reach. I know if I was using Expansion I ...
- Thu Dec 21, 2017 10:58 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 119306
Re: [MOD 0.15] AAI Industry
Only after not having it do I realize how much I miss the start AAI provides.
The initial iron grubbing and iron pick phase is so slow, yet I'd rather not skip to bots and rails right off the bat.
The initial iron grubbing and iron pick phase is so slow, yet I'd rather not skip to bots and rails right off the bat.
- Thu Dec 21, 2017 3:48 am
- Forum: Resolved Problems and Bugs
- Topic: [togos] [for 0.17] [0.16.4] "Enemy Bases" settings effect no changes
- Replies: 18
- Views: 11793
Re: [16.4] "Enemy Bases" settings effect no changes
Noticed this too.
Deathworld feels a lot less death-y for those of us who enjoy a good biting.
Deathworld feels a lot less death-y for those of us who enjoy a good biting.
- Wed Jul 26, 2017 1:10 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [for 0.16] [0.15.27] Cannot connect at all with many mods
- Replies: 12
- Views: 6789
Re: [Oxyd] [for 0.16] [0.15.27] Cannot connect at all with many mods
Hi, the bug happens due to our packet fragmentation. The initial ConnectionRequestReplyConfirm message is too big because of the large number of mods and mod settings, so it it fragmented into multiple packets. The network drops some of those packets so the full ConnectionRequestReplyConfirm messag...
- Tue Jul 25, 2017 2:15 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [for 0.16] [0.15.27] Cannot connect at all with many mods
- Replies: 12
- Views: 6789
Re: [kovarex] [0.15.27] Cannot connect at all with many mods
0.15.27kovarex wrote:Could you please specify in which exact version you did the capture? (Or better add a log file)
Logs are attached.
Of course, this is the exact same version and mod set up as the log from the OP and the server log shows nothing, so I'm not sure how much it will help you.
- Fri Jul 21, 2017 9:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [for 0.16] [0.15.27] Cannot connect at all with many mods
- Replies: 12
- Views: 6789
Re: [kovarex] [0.15.27] Cannot connect at all with many mods
In that case, I don't know what is going on, could you try to simulate the situation again and make Wireshark capture of it both on the server and on the client? Here's captures of both OP and myself connecting from both the client and the server, with OP getting the original error (Could not estab...
- Wed Jul 19, 2017 3:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [for 0.16] [0.15.27] Cannot connect at all with many mods
- Replies: 12
- Views: 6789
Re: [kovarex] [0.15.27] Cannot connect at all with many mods
We have since successfully started and he has connected to another couple saves once the amount of mods was reduced again. Full pack, no connection attempt/rejection. This pack, worked fine. Same mod versions, just many removed. aai-programmable-vehicles_0.3.25.zip aai-vehicles-chaingunner_0.2.4.zip...
- Thu Jul 13, 2017 8:34 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [for 0.16] [0.15.27] Cannot connect at all with many mods
- Replies: 12
- Views: 6789
Re: [0.15.27] Cannot connect at all with many mods
Friend here.
Server log doesn't show anything at all when OP tries to connect with mods enabled, normal rejection without mods.
OP has joined with previous, smaller modpacks on earlier 0.15 versions.
Server log doesn't show anything at all when OP tries to connect with mods enabled, normal rejection without mods.
OP has joined with previous, smaller modpacks on earlier 0.15 versions.