Search found 129 matches
- Tue Aug 14, 2018 6:46 am
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 29130
Re: [0.16.x] [Z] Adventure
for me the inventive station doesn't work it doesn't show anything Can you enter "/c remote.call("ZADV", "dump")" into console (~ key) until you get message "Data dump created" and then upload factorio-current.log file ? And if you can - make a backup of save...
- Mon Aug 13, 2018 1:43 am
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 29130
Re: [0.16.x] [Z] Adventure
1.16.6
News:
- Ruins expansion.
Changes:
- Irrelevant changes for expansion.
News:
- Ruins expansion.
Changes:
- Irrelevant changes for expansion.
- Sun Aug 12, 2018 2:19 pm
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 29130
Re: [0.16.x] [Z] Adventure
1.16.5
Changes:
- Small tunings.
Bugfixes:
- Increased area for removing rocks and cliffs.
Changes:
- Small tunings.
Bugfixes:
- Increased area for removing rocks and cliffs.
- Sun Aug 12, 2018 1:47 pm
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 29130
Re: [0.16.x] [Z] Adventure
Ok. Got it.HammerPiano wrote:Hi, I found a bug while playing with your mod.
If an area spawned on a cliff, some of the area will be missing
Upd: Heh.. 42th..
- Fri Aug 10, 2018 4:12 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 543041
Re: [MOD 0.14] AAI Programmable Vehicles
Hello. Can you move all data rewriting/manipulation into data-update, or data-final-fixes and left data.lua only for new content generation? Otherwise, it's breaks vanilla content and makes it incompatible with other mods. For example: aai-vehicles-flame-tank Rewriting "flamethrower-ammo" ...
- Fri Aug 10, 2018 6:38 am
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 29130
Re: [0.16.x] [Z] Adventure
1.16.2
News:
- Serious reinforcements for Occupied base. Try to deal with them, before they conquer the world.
News:
- Serious reinforcements for Occupied base. Try to deal with them, before they conquer the world.
- Thu Aug 09, 2018 9:38 pm
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 29130
- Thu Aug 09, 2018 12:03 am
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 29130
Re: [0.16.x] [Z] Adventure
Updated to fix both.
- Wed Aug 08, 2018 7:24 pm
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 29130
Re: [MOD 0.16.x] [Z] Adventure
1.16.0 News: - Additional memory usage optimization. - New property for area prototype "nearest_copy". Changes: - Enemies in the occupied base receive upgrades. - Change mod version assignation. Now minor version represent amount of area types and followed by build number. Bugfixes: - Pol...
- Tue Aug 07, 2018 9:31 pm
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 29130
Re: [0.16.x] [Z] Adventure
Thanks for the quick update! Unfortunately, I now get this error: 6.628 Mods to disable:Failed to load mods: Sprite "__ZAdventure__/graphics/terrain/asphalt.png" is too large (max 2048 px in either direction is allowed).: __ZAdventure__/graphics/terrain/asphalt.png Mods to be disabled: • ...
- Tue Aug 07, 2018 8:38 pm
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 29130
Re: [MOD 0.16.x] [Z] Adventure
1.1.8 News: - New area "Autodrome". - Some areas now accept coins. - New property for area prototype "progressive_remoteness". - New property for area prototype "only_freeplay". Changes: - Size restriction for area prototype is raised up to 256x256. Split blueprint on ...
- Tue Aug 07, 2018 3:58 am
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 29130
Re: [0.16.x] [Z] Adventure
I get this in any game, as soon as I ran far enough that a new chunk is to be generated. No other mods active, latest game version. 363.491 Error MainLoop.cpp:1035: Exception at tick 18956891: Error while running event ZAdventure::on_chunk_generated (ID 12) Given seed value (34225932140) is too big...
- Mon Aug 06, 2018 12:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.51] entity_died + driving_changed_state = crash
- Replies: 3
- Views: 3270
Re: [16.51] entity_died + driving_changed_state = crash
As i've wrote, there is nothing in log...Loewchen wrote:Post the log after a session of the issue please.
- Sun Aug 05, 2018 4:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.51] entity_died + driving_changed_state = crash
- Replies: 3
- Views: 3270
[16.51] entity_died + driving_changed_state = crash
Weird crash. I don't even imagine what was may go wrong. But seems entity stay valid after dead for some extra ticks. Log is clear after crash. I'm trying to make some car manipulations and i'm listening "on_entity_died" and "on_player_driving_changed_state" events. When car dama...
- Sun Aug 05, 2018 1:04 am
- Forum: Mod portal Discussion
- Topic: Abusing Mod Portal?
- Replies: 2
- Views: 1399
Re: Abusing Mod Portal?
It's more likely devs makes something wrong and multiply every post on portal. Or less likely it's a hack, because Ch1naa quote posts even in closed threads.
- Wed Aug 01, 2018 4:27 pm
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 29130
Re: [MOD 0.16.x] [Z] Adventure
1.1.7
News:
- Added suport for Omni mods
Changes:
- Red belt area - simplify.
- Rebalance production speed for bel areas.
Bugfixes:
- Fix for Occupied base behaviour.
News:
- Added suport for Omni mods
Changes:
- Red belt area - simplify.
- Rebalance production speed for bel areas.
Bugfixes:
- Fix for Occupied base behaviour.
- Sat Jul 28, 2018 8:42 pm
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 29130
Re: [0.16.x] [Z] Adventure
I really don't know what to do with the Inventive station... feed it plates? Science? Raw materials? Decider shows you what you can get. All you need is bring right ingredients. so the decider shows you what it needs to do research? It shows you what YOU CAN research. And if you feed it right - the...
- Sat Jul 28, 2018 5:58 pm
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 29130
Re: [0.16.x] [Z] Adventure
Decider shows you what you can get. All you need is bring right ingredients.Peldor1 wrote:I really don't know what to do with the Inventive station... feed it plates? Science? Raw materials?
- Sat Jul 28, 2018 2:04 pm
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 29130
Re: [0.16.x] [Z] Adventure
Just a note for myself: - more valuable items in chest/maze - race track - different assortiment/faction exchange posts - moar defensive structures About existed areas and mechanics - i don't really want to explain all what is hidden. So some of them may be obvious, some is not. And if you find some...
- Sat Jul 28, 2018 10:08 am
- Forum: Resolved Problems and Bugs
- Topic: I can no longer download some of my own mods
- Replies: 8
- Views: 2680
Re: I can no longer download some of my own mods
Mod size limits?
Only last version for deprecated mods?
Only last version for deprecated mods?