Search found 33 matches

by TheRealBecks
Mon Mar 18, 2019 3:34 pm
Forum: Not a bug
Topic: [0.17.14] Biters freeze if the player is not near
Replies: 9
Views: 3144

Re: [0.17.14] Biters freeze if the player is not near

Hi Oxyd,

I already got the point about the freeze. But nevertheless we get way less than 1 % of the attacks from the updates before. Also the 'groups' consists of maximum four biters, I haven't seen bigger groups so far. So it's a bug :)
by TheRealBecks
Sat Mar 16, 2019 11:15 pm
Forum: Not a bug
Topic: [0.17.14] Biters freeze if the player is not near
Replies: 9
Views: 3144

Re: [0.17.14] Biters freeze if the player is not near

Looking at your minimap - are you trying to farm those biters on the island? Do they have a way to pathfind to your base? I recall that biters will do strange things if they hav eproblems pathing to their target - and going around water is not exactly best feature of biter AI. It might be different...
by TheRealBecks
Sat Mar 16, 2019 10:03 pm
Forum: Not a bug
Topic: [0.17.14] Biters freeze if the player is not near
Replies: 9
Views: 3144

Re: [0.17.14] Biters freeze if the player is not near

I can confirm that bug. I already posted in the Bob's mod forum, so here once again: Pollution is still consumed by biter nests. See the attached screenshots... :( Pollution in the last 10 h: pollution.jpeg Kills in the last 10 h: kills_10h.jpeg ...and kills in the last 1 h: kills_1h.jpeg So, as eve...
by TheRealBecks
Sat Mar 16, 2019 9:58 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 138873

Re: [0.17] Please post bugs and balance issues here.

Yeah, pollution is still consumed by biter nests. See the attached screenshots... :( Pollution in the last 10 h: pollution.jpeg Kills in the last 10 h: kills_10h.jpeg ...and kills in the last 1 h: kills_1h.jpeg So, as everyone can see, it's not working correctly. Edit: I wanted to file a bug reporte...
by TheRealBecks
Sat Mar 16, 2019 7:38 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 138873

Re: [0.17] Please post bugs and balance issues here.

We're right in the middle of the game with all (?) Bob's mods (plus a few more) active. Actually the biters don't attack anymore. One week ago before the pollution update the game worked quiet good, but now about all biters stand still in their bases. Only a few attacks with little groups are seen h...
by TheRealBecks
Fri Dec 22, 2017 8:29 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.29] [Oxyd] Cached Path Finding
Replies: 11
Views: 3770

Re: [0.12.29] [Oxyd] Cached Path Finding

In Version 0.15(.40?) the bug still exists. When our base got bigger and the UPS dropped below 60 UPS the biter attacked way less than before. Actually we're at 30 UPS and the biters don't attack anymore. They don't move but stll get even more. You can download the save game with the mods here: http...
by TheRealBecks
Thu Apr 28, 2016 8:04 am
Forum: Resolved Problems and Bugs
Topic: [0.12.29] [Oxyd] Cached Path Finding
Replies: 11
Views: 3770

Re: Cached Path Finding

We've played intensively the last weeks and what I can say is, that the biters still behave weird - looks still like a bug as they don't see small water/moats as obstacle and want to get through it. We've builded a base for farming biters in the far west of our map. Our base is directly located betw...
by TheRealBecks
Thu Apr 14, 2016 9:14 am
Forum: Resolved Problems and Bugs
Topic: [0.12.29] [Oxyd] Cached Path Finding
Replies: 11
Views: 3770

Re: Cached Path Finding

The following mods are activated: factorio@bierchengaming:~/factorio-0-12-29/mods$ cat mod-list.json { "mods": [ { "name": "base", "enabled": "true" }, { "name": "additionaloilrefineries", "enabled": "true" }, ...
by TheRealBecks
Wed Apr 13, 2016 3:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.29] [Oxyd] Cached Path Finding
Replies: 11
Views: 3770

Re: Cached Path Finding

Hi Oxyd,

I've attached the backup of our savegame when we first mentioned, that we don't get attacked anymore... :D Thanks!

Regards,
Becks
by TheRealBecks
Wed Apr 13, 2016 1:20 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.29] [Oxyd] Cached Path Finding
Replies: 11
Views: 3770

[0.12.29] [Oxyd] Cached Path Finding

Hi, we're using a dedicated server (linux, version 0.12.29) and have a multiplayer game running with lot's of mods enabled: Bob's mods, something other and also a terraforming mod (https://forums.factorio.com/viewtopic.php?f=93&t=15038) We're using this terraforming mod to dig moats all around o...
by TheRealBecks
Tue Apr 12, 2016 6:44 pm
Forum: Mods
Topic: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges
Replies: 62
Views: 72663

Re: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges

Hi, first of all: Great work! :) We're using this mod to dig moats all around of our bases with only one defended entry left. The problem here is, that the enemies won't found the path anymore. It seems to be that they are using a cached path and disappear a few tiles before that moat. Isn't fun any...
by TheRealBecks
Sun Mar 27, 2016 1:53 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 177269

Re: [0.12.x][v0.12.9] Bob's Warfare mod

Actually for any modder the comparison would be trivial and really fast. Just open your favorite DIFF tool and set the original folder and the modified folder as the 2 sources to compare and it will auto highlight all changes between the two. Yep, that's correct :) And these tools auto-compare the ...
by TheRealBecks
Sat Mar 26, 2016 4:11 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 177269

Re: [0.12.x][v0.12.9] Bob's Warfare mod

Hi guys, hi bobingabout, I have modded Bob's Warfare mod v0.12.9 and created "Becks' Warfare mod v0.12.9". Yeah, about 99+ % are still the original mod, but I needed to do this: base >= 0.12.0 boblibrary >= 0.12.0 ? bobplates >= 0.12.7 ? bobconfig >= 0.12.0 ? bobenemies >= 0.12.0 My mod is...

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