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.
Search found 245 matches
- Sun Mar 27, 2016 3:10 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87679
- 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
Short Version: you will have more resources. And enemies.tetryon wrote:How does having RSO installed at the same time as this mod affect things?
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.
- 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...
- 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...
- 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
Thank you, I guessALittleGreenStone 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.
- 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
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
- 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 ...
- 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...
- 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...
- 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.
If you already started a game, a safe number is 10.
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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"...
- 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...
- 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!
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!