Search found 69 matches

by Berserker55
Sun Jun 21, 2015 9:21 pm
Forum: Won't fix.
Topic: [0.11.22] Recurring desync issues in modded multiplayer
Replies: 7
Views: 16713

Re: Recurring desync issues in modded multiplayer

As is stated in the OP, we both run 64 Bit
by Berserker55
Tue Jun 16, 2015 3:05 pm
Forum: Mods
Topic: [0.11.6]Filtered Splitters - Huge stability boost!
Replies: 88
Views: 89778

Re: [0.11.6]Filtered Splitters - Huge stability boost!

Keep getting multiplayer desyncs while the splitter is acting.

Additionally, you have some game.player.print's not commented out, if they trigger in multiplayer, they crash the game with a script error because "Map doesn't contain 1 player, this function can't be used".
by Berserker55
Mon Jun 15, 2015 2:27 pm
Forum: Won't fix.
Topic: [0.11.22] Recurring desync issues in modded multiplayer
Replies: 7
Views: 16713

Re: Recurring desync issues in modded multiplayer

Found one definite trigger; placing tanks (the drivable kind) results in a desync within 3 seconds. And results in a desync loop. Additionally, loading a world with tanks in, also desync loops. Cars and trains work though. Dytech Laser Tank has the same problem. Similarly, using CTRL-clicks with any...
by Berserker55
Sun Jun 14, 2015 11:27 pm
Forum: Won't fix.
Topic: [0.11.22] Recurring desync issues in modded multiplayer
Replies: 7
Views: 16713

Re: Recurring desync issues in modded multiplayer

I did include more data, as an edit, but messed that edit up a bit. Should be fixed now.
Savegame currently resides on my friend's machine, but I should get a hold of that soon.
by Berserker55
Fri Jun 12, 2015 4:33 pm
Forum: Won't fix.
Topic: [0.11.22] Recurring desync issues in modded multiplayer
Replies: 7
Views: 16713

[0.11.22] Recurring desync issues in modded multiplayer

Hello, a friend and me play modded multiplayer factorio. For some long stretches of time all works perfectly, othertime we get stuck in desync loops or get every-once-in a while desyncs. We have clocked over 15 hours, but desync issues seem to increase as time goes on, we're now at a point of barely...
by Berserker55
Thu Jun 11, 2015 2:28 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 177235

Re: Resource Spawner Overhaul - Discussion thread

So, I have a modded game running, with RSO 1.0.19, with quite a few mods. I have replicators mod, but turned off the creatine for now. I'd like to update the RSO mod to 1.1, reenable creatine and re-gen creatine into the world. How would I go about that?
by Berserker55
Mon Jun 08, 2015 11:07 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 177235

Re: Resource Spawner Overhaul - Discussion thread

The replicators mod ( https://forums.factorio.com/forum/vie ... 14&t=12576 ) added a resource called Creatine, which does not spawn with RSO installed.
by Berserker55
Tue Feb 03, 2015 10:24 am
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 191703

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

Hi, using Factorio 0.11.14, bobores 0.6.3 (and other bob mods), rso-mod 1.0.6 as well as a few small other ones; I have the problem of not finding cobalite (bob ore) anywhere. I've searched a ridiculous amount of land and even found 7 large oil fields by now - but not a single cobalite to found. Is ...
by Berserker55
Sat Jan 31, 2015 9:09 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 331540

Re: [MOD 0.11.13] Treefarm REDUX

New to the treefarm mod - the howto map doesnt work with the redux version and now I'm stumped for information. I've figured out how to extract wood from a farm, but how do I automate planting? I've tried autocrafting the saplings and inserting them into the farm or the farm chest, but neither works...

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