Search found 309 matches
- Tue Sep 24, 2019 10:12 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361567
- Fri Sep 20, 2019 5:07 pm
- Forum: Releases
- Topic: Version 0.17.69 - Stable 1
- Replies: 45
- Views: 33474
- Thu Sep 19, 2019 4:19 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361567
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
all working again *sigh*. next are those punks in my research list
- Thu Sep 19, 2019 3:37 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361567
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
hm that's strange. I disabled your mod, let it start, updated flow control, restarted then exit. Then I set IR to true again in mod.list, started and got this error
- Thu Sep 19, 2019 3:16 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361567
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
yes, was with 0.99.4. I post my save, let me know if you need anything else.
- Thu Sep 19, 2019 12:10 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361567
- Sun Sep 15, 2019 8:52 am
- Forum: This Forum
- Topic: Please bring back sort by active topics
- Replies: 14
- Views: 4187
Re: Please bring back sort by active topics
It is back!
Thank you Sanqui
Thank you Sanqui
- Fri Sep 13, 2019 1:35 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361567
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
I might need to add some warning somewhere for this case just in case.. ;) It shall be known as the fishycat-conundrum :lol: And yes - RSO will only work for newly generated chunks. It might be a bit further then you image tho - what is a newly generated chunk depends on how far into the black game...
- Thu Sep 12, 2019 11:23 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361567
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
I found it. Apparently I had both values (vanilla biter generation and rso generation) unticked somehow. As soon as I ticked vanilla in startup, it just works fine. Sorry for the hassle guys, my fault :P Question: If I turn RSO on now in my existing game, it should work for undiscovered junks, right?
- Thu Sep 12, 2019 11:14 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361567
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
See my edit in my last post. The error is not on your sidekingarthur wrote: βThu Sep 12, 2019 11:12 amShouldn't matter. At least it didnt use to. I'll check it
- Thu Sep 12, 2019 10:54 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361567
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
One thing that occured to me when I started a new game with IR and RSO + bobenemies and a bunch of QoL mods, there were no enemies on the map. As soon as I unchecked RSO enemies were there. I hadn't time to investigate further, as I wanted to play IR urgently :D and my playtime is limited, alas. Bu...
- Thu Sep 12, 2019 10:45 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361567
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
I had been running Krastorio+Bob's Enemies before IR was released, and I agree they're well balanced together. However, IR lists Bob's Library as an incompatibility, so I don't think it can be run with Bob's Enemies? Bob's Enemies has no dependencies besides base, so you can run it fine with IR. On...
- Wed Sep 11, 2019 2:35 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361567
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
i know it says incompatible with squeak through, but i mainly use squeak through because trees are such a pain to walk through, i dont suppose there is an alternative mod that will work but fix the tree issues? thanks for the mod. I use Picker Tweaks . It has startup settings for squeak through and...
- Tue Sep 10, 2019 10:03 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361567
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
I'm open minded about doing something like this, but it's a medium job with medium balance consequences and need to know if wood beams and burner inserters are really tripping people up first. So far it's been one report. It didn't come up during playtesting, and we did burner stuff galore. And it ...
- Mon Sep 09, 2019 9:32 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361567
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Yeah, on a second thought this feels too unnecessarily complicated for such a common thing like a pole. Or rather, just some kind of resin or seed oil treatment or something. Makes it weather resistant, unburnable, etc... Perfect thing for power poles and other such outdoor setups. This sounds much ...
- Mon Sep 09, 2019 8:45 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361567
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
I have wondered sometimes why burner inserters are even in the game, I rarely used them in vanilla. I find them super useful for my boilers. Normal inserters using power can fail in case the overall power decreases to a point, where they aren't able to fuel the boilers anymore. That's where the bur...
- Mon Sep 09, 2019 3:05 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361567
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Just here to share some love for this masterpiece of mod. Beside all the fantastic artwork and animations, the small thing that let me fall in love with this mod instantly, is the map-marker-place sound :D I'm excited to see what else I will discover! Thank you very much for all the long hours you p...
- Tue Jul 09, 2019 9:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.17.54] Setting FireFlame prototype's spread_delay_deviation to less than 2 crashes the game
- Replies: 2
- Views: 2369
- Tue Jul 09, 2019 3:53 pm
- Forum: Releases
- Topic: Version 0.17.55
- Replies: 12
- Views: 11069
Re: Version 0.17.55
I got a crash after updating from .53 to .55 but the next run is fine. saved the log if the @Devs are interested. I'm running a standalone version (non-steam), since 0.17.9 came out in a non-default location configured to read mods and saves from under the game folder. Had the same problem, but is ...
- Tue Jul 09, 2019 3:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [17.55] Crash after update
- Replies: 6
- Views: 1809
Re: [17.55] Crash after update
Ah ok, thank you for the link. Then this thread can be moved, I guess.