Search found 309 matches

by fishycat
Tue Sep 24, 2019 10:12 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 361567

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I have a question after reading here, I noticed I made a thumbnail with graphics from your mod. Is this against your license? Just let me know and I change it right away.
by fishycat
Fri Sep 20, 2019 5:07 pm
Forum: Releases
Topic: Version 0.17.69 - Stable 1
Replies: 45
Views: 33474

Re: Version 0.17.69

Nachie wrote: ↑
Fri Sep 20, 2019 4:54 pm
cpy wrote: ↑
Fri Sep 20, 2019 2:08 pm
P.E.T.A.R. wrote: ↑
Fri Sep 20, 2019 11:10 am
KuboS0S wrote: ↑
Thu Sep 19, 2019 3:36 pm
Nice
Nice
Nice
Nice
In before you all get koubed. 8-)
by fishycat
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 :D
by fishycat
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
Unbenannt.png
Unbenannt.png (22.68 KiB) Viewed 4862 times
by fishycat
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.
by fishycat
Thu Sep 19, 2019 12:10 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 361567

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Getting this error with latest update pic

list of mods attached
by fishycat
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 :)
by fishycat
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...
by fishycat
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?
by fishycat
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)

kingarthur wrote: ↑
Thu Sep 12, 2019 11:12 am
fishycat wrote: ↑
Thu Sep 12, 2019 10:54 am

I also had radarplus for rso activated which I just saw now, has no dependencies at all in info.json and maybe therefor it didn't work.
Shouldn't matter. At least it didnt use to. I'll check it
See my edit in my last post. The error is not on your side :)
by fishycat
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...
by fishycat
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...
by fishycat
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...
by fishycat
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 ...
by fishycat
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 ...
by fishycat
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...
by fishycat
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...
by fishycat
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

Re: [posila][0.17.54] Setting FireFlame prototype's spread_delay_deviation to less than 2 crashes the game

posila wrote: ↑
Tue Jul 09, 2019 6:42 am
It turnes out I have not pushed the fix to 0.17.55 master.
As you mention this, weren't there like 7-8 fixes in the resolved for next release folder? But only three, four with this, in the changelog for 17.55.
by fishycat
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 ...
by fishycat
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.

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