Search found 24 matches
- Fri Jan 05, 2018 6:37 pm
- Forum: Mods
- Topic: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
- Replies: 36
- Views: 20212
Re: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
I've noticed that AAI Programmable Vehicles is currently splitting the Aircraft planes into multiple different choices. (1 weapon per variant) In doing so, none of the new entities are registered for this mod. I had tried adding the entries in for each of the new entities manually(in the planes.lua ...
- Thu Jun 15, 2017 3:32 am
- Forum: Modding help
- Topic: Can't find neighbor of underground belt
- Replies: 3
- Views: 1658
Re: Can't find neighbor of underground belt
Did you mean to place the top express underground belt backwards...?
Underground belts also shouldn't connect if they aren't the same type.
Normal underground belts won't connect to fast or express versions, unless something odd changed..
Underground belts also shouldn't connect if they aren't the same type.
Normal underground belts won't connect to fast or express versions, unless something odd changed..
- Tue May 23, 2017 1:45 am
- Forum: Mods
- Topic: [MOD 0.15 - 2.0] DayPhaseAdjuster
- Replies: 11
- Views: 6035
Re: [MOD 0.15.x] DayPhaseAdjuster
Ah, thanks for the fix. I had already set up a fix on my end too. (It was code I placed in one of my tweak mods, for my modpack)
At least it should help others with the same issue =)
At least it should help others with the same issue =)
- Mon May 22, 2017 11:10 pm
- Forum: Mods
- Topic: [MOD 0.15 - 2.0] DayPhaseAdjuster
- Replies: 11
- Views: 6035
Re: [MOD 0.15.x] DayPhaseAdjuster
Hm.. I suppose that does work. However, I wanted to point out that since your mod freezes the surface's daytime, it may cause people problems if they decide to uninstall the mod. Players may not want to run the command manually as it would disable achievements. Perhaps you could find a way to unpaus...
- Mon May 22, 2017 7:20 pm
- Forum: Mods
- Topic: [MOD 0.15 - 2.0] DayPhaseAdjuster
- Replies: 11
- Views: 6035
Re: [MOD 0.15.x] DayPhaseAdjuster
I just wanted to let you know that I've noticed that sandbox mode is affected by this mod, even though always day is on. You may need to look into that as well and add a condition for that flag. Please keep in mind I have other mods running when I tested it, but I had not noticed the issue until I i...
- Sun May 14, 2017 4:11 pm
- Forum: Resource Spawner Overhaul
- Topic: Overriding values
- Replies: 8
- Views: 3334
Re: Overriding values
Oh, are we talking about those ores like bob's galena which also gives nickel?
- Sun May 14, 2017 3:57 pm
- Forum: Resource Spawner Overhaul
- Topic: ore in starting area is low
- Replies: 32
- Views: 12767
Re: ore in starting area is low
So I did some testing... the good news is, I just replicated the recipe setup for expensive/normal recipes, and they do work for techs. I made a change to steel processing so that is cost 1x50 science pack 1's for normal, and 5x50 science pack 1s for expensive, and it did change once I turned on tec...
- Sun May 14, 2017 2:48 pm
- Forum: Resource Spawner Overhaul
- Topic: Overriding values
- Replies: 8
- Views: 3334
Re: Overriding values
So, you're basically looking for a number based richness setting, for each ore for generation purposes, instead of the "low" "normal" thing?
You can restrict which kinds of ores spawn near others?
You can restrict which kinds of ores spawn near others?
- Sun May 14, 2017 2:37 pm
- Forum: Resource Spawner Overhaul
- Topic: ore in starting area is low
- Replies: 32
- Views: 12767
Re: ore in starting area is low
Err... Expensive tech multiplies the number of science packs needed to finish research... A Tech multiplier of 4 makes the required science pack count 4 times more expensive. a research needing 10 science pack x1, will become 40 science pack x1 whereas 10 science pack x2 will become 40 science pack ...
- Sat May 13, 2017 6:57 pm
- Forum: Resource Spawner Overhaul
- Topic: ore in starting area is low
- Replies: 32
- Views: 12767
Re: ore in starting area is low
While I know you said it wasn't going to be easy or know how to have it automatically know how much resources someone would need, I had a thought about a simple method. Since the expensive recipes are pre-set inside of the recipes themselves, there is one factor that is less needed to be considered ...
- Sat May 13, 2017 6:35 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.15.*] Feedback topic
- Replies: 128
- Views: 48161
Re: [0.15.*] Feedback topic
The first time I read your reply, I had taken it as a "Nah people can keep extracting it and changing the config" but then I kept re-reading it, and considered that you agreed on that point, and added variables. Downloaded the new version, and saw the changes to accommodate this kind of th...
- Sat May 13, 2017 1:33 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.15.*] Feedback topic
- Replies: 128
- Views: 48161
Re: [0.15.*] Feedback topic
Well, since you can add linebreaks into locale descriptions using \n, I'm sure you could manage to make it detailed enough if needed, however, some people do like having the ore increase at a slower rate than 1.1, like me. I keep finding ore patches in the millions very early in, even though I have ...
- Sat May 13, 2017 5:47 am
- Forum: Resource Spawner Overhaul
- Topic: ore in starting area is low
- Replies: 32
- Views: 12767
Re: ore in starting area is low
game.difficulty_settings.recipe_difficulty (bool in int form) game.difficulty_settings.technology_difficulty (bool in int form) game.difficulty_settings.technology_price_multiplier (int) can be all be modified with /c, while also checked while in game, using the /c game.player.print() command. I'm s...
- Sat May 13, 2017 4:22 am
- Forum: Resource Spawner Overhaul
- Topic: [0.15.*] Feedback topic
- Replies: 128
- Views: 48161
Re: [0.15.*] Feedback topic
I just wanted to post here something I had made for RSO's configurability. This simple change allows anyone to configure the rate at which ore richness increases by distance. Useful for players who want to have slower increases in ore patches, or for those who want to have more ore faster. I was hop...
- Sat May 13, 2017 3:28 am
- Forum: Resource Spawner Overhaul
- Topic: ore in starting area is low
- Replies: 32
- Views: 12767
Re: ore in starting area is low
Wouldn't it be possible to check whether or not the world is using the expensive recipe setting, and the expensive technology setting, in order to determine whether someone was playing "marathon"? The game defines the following in the map-settings.lua file. difficulty_settings = { recipe_d...
- Mon Sep 12, 2016 12:14 am
- Forum: Ideas and Requests For Mods
- Topic: Request for 2 way belt
- Replies: 9
- Views: 3517
Re: Request for 2 way belt
Sorry for thread necro, but an example I would use for something like this, would be for one side to transport mined ores to the base, while the other direction would be for transporting ammo to the turrets defending the belt. With the current restriction, you'd need to set up 2 entire lines of belt...
- Fri Jul 08, 2016 6:47 am
- Forum: Mods
- Topic: [MOD 0.17.x] AyrAs BasicKit
- Replies: 28
- Views: 30477
Re: [MOD 0.13.x] AyrAs BasicKit
It's odd really... Pretty much almost every time, no one gets any items aside from the host after starting a new world. Extremely rarely for us(Discovered after lots of testing, and after having initially posted about this issue), 1 other person gets the items alongside the host, but no one else get...
- Wed Jul 06, 2016 3:01 pm
- Forum: Mods
- Topic: [MOD 0.17.x] AyrAs BasicKit
- Replies: 28
- Views: 30477
Re: [MOD 0.13.x] AyrAs BasicKit
Yes that is the issue. Even after starting a completely new world, and then having others join, half of the players do not get the items. Something definately seems wrong.
- Tue Jul 05, 2016 9:54 pm
- Forum: Mods
- Topic: [MOD 0.17.x] AyrAs BasicKit
- Replies: 28
- Views: 30477
Re: [MOD 0.13.x] AyrAs BasicKit
I just noticed that this mod only gives items to the host player. Any joining players seem to spawn with nothing. Is this intended?
- Wed Jun 29, 2016 9:39 pm
- Forum: Mods
- Topic: [MOD 0.17.x] AyrAs BasicKit
- Replies: 28
- Views: 30477
Re: [MOD 0.13.x] AyrAs BasicKit
Thanks for the update. Hopefully my fix won't cause any unforseen issues.