Search found 2594 matches
- Mon Jan 22, 2018 3:40 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 123835
Re: Mylon's Many Mods
I don't think replacement parts is a core element of the mod. There's no cost to picking up and replacing buildings for example. Though this cost does exist in marathon mode for a slight extra challenge. Would it be possible to add it as an option in the menus to enable the marathon cost even if no...
- Mon Jan 22, 2018 3:35 pm
- Forum: Ideas and Suggestions
- Topic: Diesel. Liquid fuel instead of solid fuel
- Replies: 50
- Views: 15404
Re: Omni-liquid Fuel Burning for Vehicles
Yeah, I posted my +1 quickly the other day but didn't have time to say anything further. For simplicity sake, I would be for just simply adding the support to everything. In my own head and my opinion, and would mod/play this way as needed if the support were added, I'd love to see cars & tanks ...
- Sun Jan 21, 2018 3:10 am
- Forum: Ideas and Suggestions
- Topic: Diesel. Liquid fuel instead of solid fuel
- Replies: 50
- Views: 15404
Re: Omni-liquid Fuel Burning for Vehicles
+1 on the premise of this idea. Would like to see liquid burning support for vehicles to be added to base game.
- Thu Jan 18, 2018 5:20 pm
- Forum: Not a bug
- Topic: [16.16] Slow memory leak on consecutive reloading of game
- Replies: 4
- Views: 1132
Re: [16.16] Slow memory leak on consecutive reloading of game
Correct. You can see the Out of memory message at line 334 and 335 mentions falling back onto normal sprite loading. But yeah, the game just simply disappeared off from my screen and was no longer running. The log file as you see it is how I found it.
- Thu Jan 18, 2018 1:26 am
- Forum: Not a bug
- Topic: [16.16] Slow memory leak on consecutive reloading of game
- Replies: 4
- Views: 1132
Re: [16.16] Slow memory leak on consecutive reloading of game
Well, after posting that and keeping an eye on it again for a while, I believe I was wrong when I said it wasn't releasing resources even after properly quitting the game. I do know that this has happened to me before, just now decided to post about it. It always seems that doing the consecutive res...
- Wed Jan 17, 2018 3:33 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 123835
Re: Mylon's Many Mods
Okay I found the problem and I put out a fix. And while I was at it, I also got the icon overlay feature to work so the mod is even better than before! Gave this a try and works! Found another bug, though. :P Appears to be related to Dectorio (https://mods.factorio.com/mods/PantherX/Dectorio). When...
- Wed Jan 17, 2018 3:28 pm
- Forum: Not a bug
- Topic: [16.16] Slow memory leak on consecutive reloading of game
- Replies: 4
- Views: 1132
[16.16] Slow memory leak on consecutive reloading of game
Hi, I've noticed a small memory leak when consecutively reloading the game from making changes that require game restart (enable/disable mod, change mod or game setting that require restart, etc). I do have a large mod list so expect that the game will use a lot. After the game restarting enough tim...
- Wed Jan 17, 2018 1:46 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 318920
Re: [MOD 0.13.17+] Rampant - 0.16.2
Hi, I think I've found a compatibility issue between this mod and Creative Mode Fix (https://mods.factorio.com/mod/creative-mode-fix). When using the Magic Wand in Creative Mode Fix to change/create tiles (other than ore), the below error is generated. I use a large mod list, but the error goes away...
- Mon Jan 15, 2018 12:45 am
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 123835
Re: Mylon's Many Mods
Sorry, it's the Fix version of Creative Mode.
https://mods.factorio.com/mods/Chrisgbk ... e-mode-fix
Edit: Downloaded and tested the fixed version, and get this error: https://imgur.com/a/JT1WF
Disable Dectorio, and then I get the error from the previous post again.
https://mods.factorio.com/mods/Chrisgbk ... e-mode-fix
Edit: Downloaded and tested the fixed version, and get this error: https://imgur.com/a/JT1WF
Disable Dectorio, and then I get the error from the previous post again.
- Sun Jan 14, 2018 11:30 pm
- Forum: Not a bug
- Topic: [0.16.16] Tile prototype limit (255) too low
- Replies: 30
- Views: 17393
Re: [0.16.16] Tile prototype limit (255) too low
It would be 1 extra byte for each tile on map Ahhh, gotcha! Too bad there wasn't some way to optimize that! ;) Anyway 255 is very reasonable maximum number of tile types. Vanilla uses just 31, so mods can still add more than 200 tile types. Go complain to the mod creators to keep their usage of til...
- Sun Jan 14, 2018 9:56 pm
- Forum: Not a bug
- Topic: [0.16.16] Tile prototype limit (255) too low
- Replies: 30
- Views: 17393
Re: [0.16.16] Tile prototype limit (255) too low
Unfortunatelly not. We would have to increase tile ID type from one byte to two bytes, which would happen for everyone regardless of how many tile types has been loaded, and remove some optimizations which assume there won't ever be tile ID higher than 255. Ok, yeah, sorry, I understood that and gu...
- Sun Jan 14, 2018 9:06 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 129702
Re: [MOD 0.14] Alien Biomes
Just noticed the issue seen in the linked SS between this and Dectorio. I have the additional concrete styles in Dectorio disabled to save on the 255 tile limit, so not sure how this affects the layering. https://imgur.com/a/VXiDC I posted over at Dectorio as well as I'm not sure where the correctio...
- Sun Jan 14, 2018 8:46 pm
- Forum: Not a bug
- Topic: [0.16.16] Tile prototype limit (255) too low
- Replies: 30
- Views: 17393
Re: [0.16.16] Tile prototype limit (255) too low
Understood, but this would only affect those of us using mods that add up like that, wouldn't it? It'd be a known trade off that we'd have to consider.
- Sun Jan 14, 2018 8:39 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 123835
Re: Mylon's Many Mods
Compatibility report with Creative Mode Fix mod.Mylon wrote:New mod: Bot Servicing
https://imgur.com/a/a2WAC
- Sun Jan 14, 2018 8:03 pm
- Forum: Not a bug
- Topic: [0.16.16] Tile prototype limit (255) too low
- Replies: 30
- Views: 17393
Re: [0.16.16] Tile prototype limit (255) too low
Well that's a bummer. I was hoping for it to be upped to. Would it take too much work to do or something?posila wrote:This limit won't be ever increased. I am sorry.
- Fri Jan 12, 2018 2:33 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 129702
Re: [MOD 0.14] Alien Biomes
That's exactly what was going through my mind as to why I asked the question.Earendel wrote:Actually best option might be to keep the vanilla tile names but overwrite them with the new versions, that would break my naming convention but it would save around 24 tile slots so it is probably worth it...
- Thu Jan 11, 2018 4:41 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 129702
Re: [MOD 0.14] Alien Biomes
Right now I'm not removing any of the many vanilla tiles, they're just left there but not placed. I could remove them to free up more tile slots but that might cause other issues, like breaking mods that allow you to place those tiles decoratively. Nope, understood. As a thought, perhaps an option ...
- Wed Jan 10, 2018 8:31 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 129702
Re: [MOD 0.14] Alien Biomes
Yeah, I'm aware of what all of that means.heavy_messing wrote:That 255 number is about 8 bits of information. For that to be be raised it would increase the total amount of data in that memory structure. Increasing that memory footprint might impact performance in other areas.
- Wed Jan 10, 2018 6:54 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 129702
Re: [MOD 0.14] Alien Biomes
Derp. I installed it, but didn't enable it. Duh. First map generated was snow after that. That said, I'm definitely hitting that 255 hard cap limit on custom tile sets with the mods I have. Mods I have that load custom tiles: Dectorio Asphalt Roads Sparky's Smog Scorched Earth Shallow Water Alien Bi...
- Wed Jan 10, 2018 4:16 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 129702
Re: [MOD 0.14] Alien Biomes
I've had the time to only do a couple quick tests with it. Used the Helicopters and Creative Mode Fix mods to allow me to quickly reach out super long distances on the map. I haven't gone so far as to try playing with any of the biome frequency or enabled/disabled settings (though I suppose having t...