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
Search found 33 matches
- 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
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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" }, ...
- 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... Thanks!
Regards,
Becks
I've attached the backup of our savegame when we first mentioned, that we don't get attacked anymore... Thanks!
Regards,
Becks
- 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...
- 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...
- 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 ...
- 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...