Search found 22 matches
- Mon May 22, 2017 12:30 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 391669
Re: [0.15.x] Bob's Mods: General Discussion
Angel has flare stacks and clarifiers that "replace" the bob vents They have always coexisted in the past, and only disappeared in one of the recent updates. We just started a new world a day or so ago so any updates for the last week didn't affect us (we already had it researched so bob'...
- Sun May 21, 2017 8:14 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 391669
Re: [0.15.x] Bob's Mods: General Discussion
So a buddy and I went to use a gas vent, and noticed that we don't have a recipe for that anymore? There's also no research (as in searching for the research name in the technology screen yields no results) for the following: Air Compressors 1-4 Gas Venting We DO have Nitrogen Processing Bottled Gas...
- Sat May 20, 2017 2:39 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404546
Re: Bugs & FAQ
As for placement, I usually let the non-infinite miners run as long as they can, then run around with nanobots and collect all of the finished miners. We're also using AutoDeconstruct which marks miners for deconstruction when they have finished mining ( works probably 90% of the time or so, someti...
- Sat May 20, 2017 5:09 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404546
Re: Bugs & FAQ
So, what do I do here? All i want is for my drills to get the base (not infinite) ore from the patch. But the drills just get stuck on the infinite ores. You can see that there are 21k ores underneath the drill, but that no saphirite is being mined (from the yellow productivity status). http://imgu...
- Fri May 19, 2017 4:33 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585585
Re: [MOD 0.14] AAI Programmable Vehicles
Do you have a mod installed that has removed the grey signal? From a quick look around it might be Dectorio ? ( signal.lua ) While Dectorio does clear out the signals, by default it recreates 'signal-grey' and the other base signal colours so it shouldn't be breaking this. Doing some more testing t...
- Fri May 19, 2017 2:23 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585585
Re: [MOD 0.14] AAI Programmable Vehicles
From a quick look around it might be Dectorio? (signal.lua)Earendel wrote:Do you have a mod installed that has removed the grey signal?
It modifies the color signals.
- Thu May 18, 2017 11:19 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585585
Re: [MOD 0.14] AAI Programmable Vehicles
In the latest version of all AAI mods and Factorio 0.15.12, I was sitting in a hauler and drag-selected the hauler with my Unit Remote Controller, and the server crashed with the following error message: 2675.928 Error MainLoop.cpp:850: Exception at tick 153644: Error while running event aai-program...
- Thu May 18, 2017 1:43 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404546
Re: Bugs & FAQ
We seem to be having issues with Fluid Splitters (both variants). They aren't doing anything? Output is not blocked and the machine has power, but nothing happens. I've tried with and without pumps, and with different pipe types, and still it won't pump Sulfuric Acid. A buddy also tried using a 2-w...
- Wed May 17, 2017 11:26 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404546
Re: Bugs & FAQ
We seem to be having issues with Fluid Splitters (both variants). They aren't doing anything? Output is not blocked and the machine has power, but nothing happens. I've tried with and without pumps, and with different pipe types, and still it won't pump Sulfuric Acid. A buddy also tried using a 2-wa...
- Tue May 16, 2017 8:29 pm
- Forum: Technical Help
- Topic: Experimental branch with SteamCMD?
- Replies: 15
- Views: 11228
Re: Experimental branch with SteamCMD?
I've tried call steamcmd.exe +login anonymous +force_install_dir c:\factorio_steam "+app_update 427520 -beta experimental validate" +quit but it just keeps telling me that it is up to date even though it's not installing any experimental version. Try -beta 0.15.x I also don't think you ne...
- Sun May 07, 2017 11:10 pm
- Forum: Technical Help
- Topic: [0.15.6] Unable to join friends only multiplayer server
- Replies: 3
- Views: 2276
Re: [0.15.6] Unable to join friends only multiplayer server
Did you try making sure you both had the exact same mod-list.json?folk wrote:Same problem for me and a friend in 0.15.9 with only 2 mods loaded;
- Thu May 04, 2017 11:17 pm
- Forum: Technical Help
- Topic: [.15]Details view stopped working.
- Replies: 13
- Views: 4131
Re: [.15]Details view stopped working.
ROFL I was at work so i grabbed screenshots from the web to emphasize my description of the problem. Good eye! Lol. I was at work as well for my other response as well (before screenshots). Seems like a strange issue. I can't see a setting anywhere in the game (exposed by the UI anyway) that can co...
- Thu May 04, 2017 9:20 pm
- Forum: Technical Help
- Topic: [.15]Details view stopped working.
- Replies: 13
- Views: 4131
Re: [.15]Details view stopped working.
Thank you for providing screenshots. It may seem annoying that I ask for them, but they help a lot more than just text sometimes. Your problem also makes a lot more sense now than it did previously. A few things I notice is that you don't have buttons above your map in the world view, and you don't ...
- Thu May 04, 2017 7:07 pm
- Forum: Technical Help
- Topic: [.15]Details view stopped working.
- Replies: 13
- Views: 4131
Re: [.15]Details view stopped working.
No. The act of doing a clear command caused areas under radar vision to not be visible under max zoom anymore. This isn't a "does not understand fog of war" problem. Then I'm with Loewchen, if the problem is still occurring could you please show us with screenshots what is happening and w...
- Thu May 04, 2017 1:51 pm
- Forum: Technical Help
- Topic: Solar Panal bar graph not maxed?
- Replies: 2
- Views: 1239
Re: Solar Panal bar graph not maxed?
The graph and bars on the right don't exactly show how much power that item produces individually. Instead it shows you each item grouped together as an entire sum. You are producing approximately 30MW. Your Steam Engines are the most, at approximately 20MW, and you have Solar Panels producing 10MW....
- Thu May 04, 2017 10:30 am
- Forum: Technical Help
- Topic: [.15]Details view stopped working.
- Replies: 13
- Views: 4131
Re: [.15]Details view stopped working.
From what I'm understanding you are running a command to reveal a large map area. You can see all entities in the area for a few seconds and then everything on the map "blurs," that is to say looks like it does when you are no longer in that sector and there is no radar coverage and/or act...
- Thu May 04, 2017 10:17 am
- Forum: Technical Help
- Topic: Experimental branch with SteamCMD?
- Replies: 15
- Views: 11228
Re: Experimental branch with SteamCMD?
Is the SteamCMD version identical to the headless version? I didn't even think about using Steam to manage my server (I've done it in the past with other games). I've been wget'ing the headless .tar.xz the whole time...
- Thu May 04, 2017 9:55 am
- Forum: Technical Help
- Topic: [0.15.6] Unable to join friends only multiplayer server
- Replies: 3
- Views: 2276
Re: [0.15.6] Unable to join friends only multiplayer server
So I also started experiencing this error. To solve it renamed my local mods folder (mods-broken lol) and used SFTP to grab the live mods folder from my headless server, and that let me reconnect again. No mods were enabled locally that were not on the server, but I did have more mods than the serve...
- Wed Apr 26, 2017 9:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.2] Crash after update mods and loading a savegame
- Replies: 2
- Views: 1473
Re: [0.15.2] Crash after update mods and loading a savegame
As a temporary fix until the patch is pushed try moving a mod out of the mods folder (any mod works), start the game (just to the menu), then close it and move it back. This stopped the crashing client side and server-side when a buddy and I were updating mods.
- Fri Sep 02, 2016 4:01 am
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 243743
Re: [MOD 0.13] Warehousing v0.0.10
Haven't done extensive testing yet, but if you change the "factorio version" from 13 to 14, it seems to run fine. I haven't looked yet in-depth with what's changed between 13 and 14 to see if anything needs to be changed, but until the mod is updated this seems to work okay.