Search found 24 matches

by Lochar
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...
by Lochar
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.
by Lochar
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...
by Lochar
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
by Lochar
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?
by Lochar
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.
by Lochar
Sun Mar 10, 2019 11:22 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 592375

Re: pY Coal Processing - Discussion

BlueTemplar wrote: ↑
Sat Mar 09, 2019 3:31 pm
It doesn't (unless changed recently), and the check valve only requires steel ?
Installed Py Raw Ores fixed the burner, but with the full current 0.17 set the tanks are still locked behind science2.

https://imgur.com/a/m7jHI45
by Lochar
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.
by Lochar
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.
by Lochar
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.
by Lochar
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.
by Lochar
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?
by Lochar
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
by Lochar
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...
by Lochar
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.
by Lochar
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...
by Lochar
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!
by Lochar
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?
by Lochar
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.
by Lochar
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?

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