Search found 24 matches
- Sat Jun 18, 2022 1:16 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1222349
Re: Bugs & FAQ
I appear to have an issue with ferric chloride solution with Bob's Electronics and Petrochem. The blue circuit recipe wants the bob's electronics version and isn't overriden to be the Petrochem version. Petrochem: 0.9.22 Bob's Electronics: 1.1.5 --Edit It appears to be a failure if you don't have Bo...
- Thu Jan 28, 2021 1:14 pm
- Forum: PyMods
- Topic: Collection of tech tree gotchas
- Replies: 11
- Views: 6031
Re: Collection of tech tree gotchas
Is this where I can complain that mining efficiency is gated behind Advanced Electronics? A two science research behind a four science one.
- Wed Dec 23, 2020 9:16 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 887
- Views: 292889
Re: pY Alien Life - Discussion
I'm having the same issue (GTX 980 on my end) but didn't find a workaround yet. I sometimes have that problem with other mods too tho (or at least I remember it doing the same thing when playing Space Exploration, which is another rather graphics heavy mod). I'll play around with my graphics settin...
- Tue Mar 26, 2019 1:52 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.18] Broken map preview in map generator
- Replies: 15
- Views: 6455
Re: [0.17.18] Broken map preview in map generator
It also absolutely destroys your character inventory if you have a mod that loads lots of items, like a whole slew of Py or Angel fluids. https://imgur.com/a/FuuRhpX
- Fri Mar 15, 2019 8:22 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 592375
Re: pY Coal Processing - Discussion
So I picked up a tailing pond that was full to empty it, and now there's now a huge 'oil spill' that slows me down around where it was. Is there any way to clean it up?
- Mon Mar 11, 2019 12:59 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 592375
Re: pY Coal Processing - Discussion
Then put a science2 requirement on them? With only automation science required to research it, it looks out of place.
- Sun Mar 10, 2019 11:22 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 592375
Re: pY Coal Processing - Discussion
Installed Py Raw Ores fixed the burner, but with the full current 0.17 set the tanks are still locked behind science2.BlueTemplar wrote: βSat Mar 09, 2019 3:31 pmIt doesn't (unless changed recently), and the check valve only requires steel ?
https://imgur.com/a/m7jHI45
- Sat Mar 09, 2019 4:07 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 592375
Re: pY Coal Processing - Discussion
0.17. I'm not at home or I'd provide a screenshot.
- Sat Mar 09, 2019 2:38 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 592375
Re: pY Coal Processing - Discussion
But you have to research fluid handling as a prereq, which is science2.
- Sat Mar 09, 2019 2:21 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 592375
Re: pY Coal Processing - Discussion
Py has a check valve, but it's with engines.
And there is enough ash off making syngas to bootstrap up, but its annoying because i was halfway through building a small setup of circuit 1 that i needed raw fiber which requires a building with tanks.
And there is enough ash off making syngas to bootstrap up, but its annoying because i was halfway through building a small setup of circuit 1 that i needed raw fiber which requires a building with tanks.
- Fri Mar 08, 2019 11:37 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 592375
Re: pY Coal Processing - Discussion
Burner and tanks are both red science only, but they're gated behind other research that is second science pack. 150+.
Tanks are required to automate circuit 1 and burners are necessary to not live off misc ash products for science2.
Tanks are required to automate circuit 1 and burners are necessary to not live off misc ash products for science2.
- Fri Oct 12, 2018 11:46 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1222349
Re: Bugs & FAQ
Is there a reason why i can't use productivity/god modules when i hybrid catalyze sort for uranium, but i can for every other ore?
- Tue Apr 04, 2017 1:37 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1222349
Re: Bugs & FAQ
Throwing a fit with Bob's MCI (bobplates) and Angel's refining. Loaded into an error in assignID, item with name 'basic-circuit-board' does not exist.
Refining: 0.6.11
bobplates 0.14.0
Refining: 0.6.11
bobplates 0.14.0
- Wed Sep 07, 2016 10:22 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 312039
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Of course, instead of downgrading factorio, you did have other options available. you could have manually deleted/disabled the mod in the mods folder (disable by manually editing mod-list, or just delete the folder/zip of the mod), or you could have gone to mods.factorio.com, there's a link to my m...
- Wed Sep 07, 2016 12:53 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 312039
Re: [0.12.x][v0.12.10] Bob's Logistics mod
So that's a touch annoying. Your diesel engine wouldn't load in 14.4, so I had to backtrack to 14.3, find out there was an update for logistics, update that, then go back to 14.4.
Not your fault that we can't auto-update mods without the game fully loading, just annoying.
Not your fault that we can't auto-update mods without the game fully loading, just annoying.
- Sun Sep 04, 2016 12:19 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 181627
Re: [0.12.x] RSO Discussion thread
New version (2.2.0) is up with support for multiple starting locations in multiplayer. Detailed usage instructions are available in description thread. New feature is a bit experimental so please let me know if it causes issues when used. So I probably need to not actually update my mods in the mid...
- Wed Aug 17, 2016 10:47 pm
- Forum: Releases
- Topic: Version 0.13.17
- Replies: 5
- Views: 14610
Re: Version 0.13.17
Woo!
We have train summoning!
We have train summoning!
- Mon Aug 15, 2016 12:42 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 312039
Re: [0.12.x][v0.12.10] Bob's Logistics mod
So I figured out my and Nilaus' issue.
You have to hit the inserter box in the upper left hand part of the gui and reset your long inserters to actually be long inserters again. Bob, can you please have them default to standard options, instead of close?
You have to hit the inserter box in the upper left hand part of the gui and reset your long inserters to actually be long inserters again. Bob, can you please have them default to standard options, instead of close?
- Sun Aug 14, 2016 6:14 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 312039
Re: [0.12.x][v0.12.10] Bob's Logistics mod
So I updated the Logistics, saw the new researches.
Thankfully I saved, because researching Long Inserters caused any new long inserters to act as normal inserters. Reverted to prior save, not researching the new stuff at the moment.
Thankfully I saved, because researching Long Inserters caused any new long inserters to act as normal inserters. Reverted to prior save, not researching the new stuff at the moment.
- Fri Apr 29, 2016 1:28 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 312039
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Bob, what file would I update to turn off the logistics network expander's ability to charge bots?