Search found 245 matches

by SirRichie
Sun Mar 27, 2016 3:10 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87679

Re: [MOD 12.11+] Train Outposts

A warning might be a good idea.
Nothing breaks if you use both mods, but it is most likely not what you want.
I will put it on the feature list for the next release.
by SirRichie
Sun Mar 27, 2016 7:45 am
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87679

Re: [MOD 12.11+] Train Outposts

tetryon wrote:How does having RSO installed at the same time as this mod affect things?
Short Version: you will have more resources. And enemies.
Resources are generated by both Mods. Depending on which Mod loads first, resources will be infinite.

Truth to be told, I would not recommend this.
by SirRichie
Thu Mar 24, 2016 7:18 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87679

Re: [MOD 12.11+] Train Outposts

And it might be significant - amount of random numbers generated might be easily in 100's of thousands or more on large map. And rng is a lot of calculations - that eats CPU cycles. You might be right. The use of the custom library and the way it is handled actually pre-dates the are in which the n...
by SirRichie
Wed Mar 23, 2016 11:19 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87679

Re: [MOD 12.11+] Train Outposts

Thank you for making this mod SirRichie. I really appreciate the incentive to use trains and travel further for resources. I am experiencing an issue, however. It seems that as a save file's complexity grows, the time to load that file grows very quickly, whether I join my server or load the same s...
by SirRichie
Mon Mar 21, 2016 11:51 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87679

Re: [MOD 12.11+] Train Outposts

ALittleGreenStone wrote:Forum be like;
"Oh, you're looking for a mod that allows you to plant trees? How about this cool mod instead"?
Screw the 5 hours I spent building my current factory, I'm abandoning it, install this mod, and start a new one, because this is the tits. :D
Thank you, I guess :)
by SirRichie
Sun Mar 20, 2016 12:21 am
Forum: Balancing
Topic: Battery, battery MK2
Replies: 4
Views: 2024

Re: Battery, battery MK2

I think this does not make much sense.
Who would want to switch in and out batteries while in combat or even doing construction work?
Batteries are charged rather quickly by your armor and only serve as a buffer
by SirRichie
Sat Mar 19, 2016 6:53 pm
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 141687

Re: [MOD 0.12.0] endless resources

Here is how it works: Ore generation is independent of the minimum and normal values. If a miner mines the ore, the mined resource tile will have its amount reduced by 1. If, however, the resource is set to infinite, then the amount will never drop below the minimum value. Infinite resources have a ...
by SirRichie
Wed Mar 16, 2016 2:05 pm
Forum: Gameplay Help
Topic: Biggest problem for newcomer like me is…
Replies: 10
Views: 3983

Re: Biggest problem for newcomer like me is…

I very much know the pain you are talking about, I believe everyone here has felt it before. However, after playing for a while, I believe that it makes up part of the nice Factorio experience. You find building patterns for certain problems and then adapt them to solve specific construction challen...
by SirRichie
Wed Mar 16, 2016 8:31 am
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 141687

Re: [MOD 0.12.0] endless resources

Is there any way to set ores to a silly number like 1 million amount instead of making them like oil? Something like this: for k, v in pairs(data.raw.resource) do data.raw.resource[k].minimum = 1000000 data.raw.resource[k].normal = 1000000 end Just beware that your oil wells will be ridiculously ri...
by SirRichie
Tue Mar 15, 2016 10:55 pm
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 141687

Re: [MOD 0.12.0] endless resources

If you want to prevent yield from dropping below 0, set minimum and normal to the same number.
If you already started a game, a safe number is 10.
by SirRichie
Sat Mar 12, 2016 11:38 am
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87679

Re: [MOD 12.11+] Train Outposts

Hi Rickie, I have myself a 40 hour game in progress, just installed a few mods including yours, do you have a command implemented to regenerate ore like in RSO? I looked through the thread but may have missed something, thanks o7 At the danger of repeating myself, there is no such command at the mo...
by SirRichie
Fri Mar 11, 2016 10:44 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87679

Re: [MOD 12.11+] Train Outposts

Hi Rickie, I have myself a 40 hour game in progress, just installed a few mods including yours, do you have a command implemented to regenerate ore like in RSO? I looked through the thread but may have missed something, thanks o7 At the danger of repeating myself, there is no such command at the mo...
by SirRichie
Fri Mar 11, 2016 10:18 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87679

Re: [MOD 12.11+] Train Outposts

Hi Rickie, I have myself a 40 hour game in progress, just installed a few mods including yours, do you have a command implemented to regenerate ore like in RSO? I looked through the thread but may have missed something, thanks o7 At the danger of repeating myself, there is no such command at the mo...
by SirRichie
Fri Mar 11, 2016 12:32 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87679

Re: [MOD 12.11+] Train Outposts

Do you know when you will release the next version? Can't wait for Bob's and natural evolution compatibility :3 (just registered to the forum only to ask this Question :D) I very much appreciate the enthusiasm, thank you. I do not have an ETA though. It is just not easy to do programming after a da...
by SirRichie
Thu Mar 10, 2016 10:26 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87679

Re: [MOD 12.11+] Train Outposts

i just downloaded the mod again on a different PC and did not change anything. Here i get the error: 2.405 Error Util.cpp:57: __TrainOutpost__/data-updates.lua:20: attempt to index field 'autoplace' (a nil value) The reason for this error was natural_evolution_buildings . Deleted natural evolution ...
by SirRichie
Tue Mar 08, 2016 10:46 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87679

Re: [MOD 12.11+] Train Outposts

well, the good thing, you made your config easy :D My wife (i'm too dumb :D ) was able to add the rare earth from the artifact crafting so it spawns ^^ and she managed to change the endless to non-endless (she does't like endless resources) .... unfortunately oil is now also not endless... she is h...
by SirRichie
Sun Mar 06, 2016 5:55 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87679

Re: [MOD 12.11+] Train Outposts

It appears that one cannot discover new resources with radar in this mod. I'm using SnoopyTiga radar and the resources and bugs don't show up on the map until I drive over to the big blank areas. This is actually strange. RSO works in same way as this mod and radar discovers everything properly. Th...
by SirRichie
Thu Feb 18, 2016 4:06 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87679

Re: [MOD 12.11+] Train Outposts

Just thought I'd leave a note here that I've been using this mod (and only this mod) for my most recent game (20 hours so far?). I really like the balance this mod achieves. The distances are not too extreme, but definitely did push me to expand with rail very early. I like the "depleted"...
by SirRichie
Mon Feb 15, 2016 3:56 pm
Forum: Modding help
Topic: Autoplace help
Replies: 1
Views: 1921

Re: Autoplace help

Hi and welcome autoplace is a really tricky concept. The good (and bad) news is: you do not need to master autoplace, to do what you want. Because you cannot model spatial relationships with autoplace. That being said, here is what you can do: You can hook into the chunk_generated event and then ana...
by SirRichie
Tue Feb 09, 2016 12:50 pm
Forum: Mods
Topic: [MOD 0.14] Red Alerts 1.1.2
Replies: 54
Views: 62591

Re: [MOD 0.12.22] Red Alerts 1.0.2

Hi,
just wanted to say that this is a great mod.
I have only encountered the low power alert so far, but that is already very helpful - thank you!

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