Search found 10 matches

by VDOgamez
Wed Oct 17, 2018 6:54 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 318316

Re: [MOD 0.13.17+] Rampant - 0.16.33

Hello, I've been having difficulty getting this mod to work properly on the map that I'm using. Reading around, it sounds like due to pathfinding limitations Rampant might just be incompatible with water-heavy maps that tax the pathfinding? Whenever there isn't a straight-ish line to their target, t...
by VDOgamez
Tue Jul 26, 2016 9:15 pm
Forum: Ideas and Suggestions
Topic: Construction robots should not repair each other
Replies: 7
Views: 4225

Construction robots should not repair each other

I've been doing a lot of fighting while wearing a personal roboport. It's usually very helpful, but in some cases there's an especially high casualty rate among the construction robots. As it turns out, whenever a construction robot gets damaged by a biter, the personal roboport sends out a second r...
by VDOgamez
Mon Jul 25, 2016 7:10 am
Forum: Releases
Topic: Version 0.13.10
Replies: 56
Views: 40115

Re: Version 0.13.10

[*]Map generator tweaks (predictable starting area resources, water only in starting area works now, fixed a few bugs in biome generation). does this mean that the map generation is fixed ? like it used to be in 12 ? No, they made change in map generator in 0.13, they will not revert it. They just ...
by VDOgamez
Sun Jul 17, 2016 5:04 pm
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 20453

Re: Thoughts on 0.13 Terrain Generation

One thing which I'm particularly frustrated with is that terrain segmentation now affects water differently. In 0.12 and earlier, when you set terrain segmentation to very high, and water to very high, it would create a sort of archipelago map, with lots of little islands everywhere, which was somet...
by VDOgamez
Sun Apr 10, 2016 4:24 pm
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 74129

Re: Friday Facts #133 - The train struggle

While I like the idea of having the train lengths rotation invariant, the current method you're looking at just looks terrible. It might be a better idea to just accept that vertical stations are shorter, and simply work to fix the cars to integer lengths, unless you can find a much better-looking s...
by VDOgamez
Wed Apr 06, 2016 3:36 am
Forum: Modding help
Topic: Limiting logistics robots
Replies: 1
Views: 1039

Limiting logistics robots

I'm looking into the possibility of creating a way to have a type of logistics robot that would be limited to moving across water, and would conceptually function as automated boats, but otherwise act in the normal logistics robot way. However, none of my attempts seem to be feasible. There are two ...
by VDOgamez
Wed Apr 06, 2016 12:31 am
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87536

Re: [MOD 12.11+] Train Outposts

I'm having a problem with the resource generation, in that the map has apparently not been placing any ore deposits more than a certain distance away from the starting area. I suspect that the reason for this is related to the way that the mod selects locations to place deposits: I have the map gen...
by VDOgamez
Tue Apr 05, 2016 5:58 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87536

Re: [MOD 12.11+] Train Outposts

I'm having a problem with the resource generation, in that the map has apparently not been placing any ore deposits more than a certain distance away from the starting area. I suspect that the reason for this is related to the way that the mod selects locations to place deposits: I have the map gene...
by VDOgamez
Sat Dec 27, 2014 3:56 pm
Forum: News
Topic: Friday Facts #66 - Merry christmas
Replies: 69
Views: 45789

Re: Friday Facts #66 - Merry christmas

Please add to the receivers the rail signal. It will help A LOT with the train managing. Yes, that is a possibility as well, these things are very easy to implement. Anything improving the capacity of the rail signals, such as circuit control of signals and train or signal detection would be very m...
by VDOgamez
Mon Nov 17, 2014 1:34 am
Forum: Resolved Problems and Bugs
Topic: [0.11.3] Multiplayer game crashes when anyone takes damage.
Replies: 4
Views: 2640

Re: [0.11.3] Multiplayer game crashes when anyone takes dama

I'm having what appears to be the same problem in the multiplayer game I'm in. One player was attacking a biter base during the last autosave so whenever the game loads he gets attacked, and then once the base is destroyed or he tries to run away the game will crash, just for me (which subsequently ...

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