Search found 26 matches
- Fri Apr 13, 2018 8:01 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 272931
Re: pY HighTech Discussion
Thanks for sharing it! I'm missing something very bad hahahahaha. Didn't work. I have remove all other mods to see if it was a conflict or whatever, only full bob and full pydon but those two recipe still the same, one hand-craft with 25sec, and other by machine. I have started another game to see ...
- Thu Apr 12, 2018 1:00 am
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 272931
Re: pY HighTech Discussion
There's a small code change that you can do to make it work again. I posted it earlier in the thread.factorioguy111 wrote:factorioguy111 wrote:I'm getting this error when trying to install
it is colloding with "more Bob's" mod.
worked after I toggled more Bob's off
- Tue Apr 10, 2018 3:36 pm
- Forum: Angels Mods
- Topic: [MOD add-on 16.x] Beltbox Coil Cutter
- Replies: 4
- Views: 3864
Re: [MOD add-on 16.x] Beltbox Coil Cutter
I'm finding that with this mod enabled, I can't craft anything that requires copper cable while only having copper plates in my inventory. It will say "Not enough ingredients" and refuse to craft the copper cables as an intermediate ingredient. If I craft the cables manually first, then al...
- Tue Apr 03, 2018 4:46 am
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 272931
Re: pY HighTech Discussion
I also have more bobs, mostly I wanted it to be the addition of bobs materials for deadlocks stacking and crating. What did you add to the code, I'd very much like to run these mods together. In stdlib\data\recipe, I just made a quick and dirty nil check to local function replace_ingredient: local ...
- Mon Apr 02, 2018 10:37 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 119356
Re: [MOD 0.15] AAI Industry
Just curious -- Are you planning to update to accommodate the changes Bob made to transport belts? The recipes/techs are a little wonky with them enabled.
- Mon Apr 02, 2018 10:07 pm
- Forum: Resource Spawner Overhaul
- Topic: Phosphate rock in PYHT not spawning
- Replies: 1
- Views: 1618
Re: Phosphate rock in PYHT not spawning
I noticed these two messages upon starting py high tech:
https://www.dropbox.com/s/8a1v3akrdgk83 ... 2.PNG?dl=0
Hah! Right after I posted orzelek pushed out a new update!
Well done, sir!
https://www.dropbox.com/s/8a1v3akrdgk83 ... 2.PNG?dl=0
Hah! Right after I posted orzelek pushed out a new update!
Well done, sir!
- Mon Apr 02, 2018 8:52 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 272931
Re: pY HighTech Discussion
Okay here is the error message I'm getting Failed to load mods:__pyhightech __/stdlib/data/recipe. Lua:207:bad argument #1 to 'pairs' (table expected, got nil) Mods to be disabled : [] pyhightech EDIT : I haven't tried the new version yet, I'll do that now. I'm having this error as well. I'm curren...
- Wed Mar 28, 2018 5:35 pm
- Forum: Angels Mods
- Topic: Addon mod for deadlock stacking/crating - alpha version
- Replies: 17
- Views: 14028
Re: Addon mod for deadlock stacking/crating - alpha version
Deadlock989 wrote:Dang, that's my fault. Copy-paste derp. Uploading a fix shortly.Madd_Mugsy wrote:Deadlock's latest update broke something I think.
Wow that was fast! Thanks!
- Wed Mar 28, 2018 5:26 pm
- Forum: Angels Mods
- Topic: Addon mod for deadlock stacking/crating - alpha version
- Replies: 17
- Views: 14028
Re: Addon mod for deadlock stacking/crating - alpha version
Deadlock's latest update broke something I think. Factorio wants to disable this mod now:
Code: Select all
Failed to load mods: __DeadlockStacking__/prototypes/shared.lua:314: attempt to index a global 'DCM' (a nil value)
Mods to be disabled:
- stacking-addon
- Thu Mar 15, 2018 7:15 am
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 306
- Views: 138106
Re: Mylon's Many Mods
that's just silly that the mod portal doesn't notify you of comments... seems like quite an oversight on the usefulness of the portal Totally agree. And I guess that makes my bug report for Dirt Path pointless... Anyway it looks like dirt paths are forming in the factorissimo factories, overriding ...
- Fri Sep 02, 2016 3:57 am
- Forum: Mods
- Topic: [MOD 0.13] Drones - remote control your factory
- Replies: 66
- Views: 48409
Re: [MOD 0.13] Drones - remote control your factory
FYI -- The latest version (1.0.21) causes bob's assembly mod to crash with the following error: Failed to load mod "bobassembly 0.14.0" __boblibrary__/category-functions.lua:7 bad argument #1 to 'pairs' (table expected, got nil) Removing the Drones mod allows it to load normally, as does r...
- Thu Jun 16, 2016 5:50 am
- Forum: Ideas and Requests For Mods
- Topic: No electricity, only burner energy mod?
- Replies: 9
- Views: 3817
Re: No electricity, only burner energy mod?
I'm currently working on a modpack with a burner lab in it... The gist is that you start with nothing, and very few available tools for crafting. You need to research electricity, which of course requires some kind of burner lab and assembler. I've been waiting for 0.13 to drop so I can update every...
- Sun May 15, 2016 6:08 pm
- Forum: Angels Mods
- Topic: Bugs & Balancing Discussion
- Replies: 31
- Views: 13524
Re: [MOD 0.12.x][Base][BOB][YI][UP][NUC] Angels Refining 0.1.4
I tried to swap different mods and I came to this conclusion : 1. If I move Uranium Power everything works fine (so all mods from my picture work together just fine without uranium) 2. When I try to load Factorio with your mods + uranium + bob ores and library, I get the assignID error Seems like I...
- Sun May 08, 2016 7:35 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572115
Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem
I started playing Angels mods with Bob and Yuoki and i like it very much. I have reached the the leeching plant level and it really is a crazy and fun experience, i totally got what i wanted with this mod. What i like about it: - The new layers make playing it much more interesting, you are now hap...
- Thu May 05, 2016 11:07 pm
- Forum: Mods
- Topic: Bugs & CTD's! [Latest version only]
- Replies: 53
- Views: 44309
Re: Bugs & CTD's! [Latest version only]
Hey Shadow, I have a problem with LogisticsMining. I can't craft the Charged Battery needed for the Logistic Miners. They probably meant the Lithium-Ion Battery from Bobplates thx Edit: Looks like the Research for the Battery didn't show up for some reason. After I renamed the research in technolog...
- Fri Apr 29, 2016 4:23 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572115
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Cool mod! I've been looking for more interesting logistics for ore processing and this has it in spades :) I found that it causes an error in the landfill mod though. When you try to use the water-be-gone tool, it crashes the game because it can't find the "stone" entity. This line in Land...
- Mon Feb 22, 2016 11:12 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 144270
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Hi! Great mod so far :) I got up to Battery using bob's mods and discovered that none of the new science pack items were added to my recipes. I fixed it by adding this line to tweaks/bobsmods/2_final.lua: require("tweaks.newintermediates") I thought this was weird because it's in the 0_ini...
- Sun Jul 13, 2014 3:43 am
- Forum: Mods
- Topic: [0.10.2 WIP] Stone Age (or the Pre-Electric Era)
- Replies: 5
- Views: 9996
Re: [0.10.2 WIP] Stone Age
I don't know if mechanical power is possible though... I think there's only electric and fuel power in the game. I was thinking of low output electricity, with no connections for poles, but the windmill (for instance) would provide a blue grid on its own (if that's even possible), which could then p...
- Sat Jul 12, 2014 6:30 pm
- Forum: Mods
- Topic: [0.10.2 WIP] Stone Age (or the Pre-Electric Era)
- Replies: 5
- Views: 9996
Re: [0.10.2 WIP] Stone Age
Thanks! Updated to 0.0.2. Wind/wood/water power is an interesting idea... Maybe a windmill / water wheel could generate a very limited amount of electricity which could then only power nearby devices, like the offshore pump or a simple mining tool, but they would be unable to be attached to the main...
- Thu Jul 10, 2014 4:40 am
- Forum: Mods
- Topic: [0.10.2 WIP] Stone Age (or the Pre-Electric Era)
- Replies: 5
- Views: 9996
[0.10.2 WIP] Stone Age (or the Pre-Electric Era)
Everyone is creating all kinds of great new mods to make everything bigger and better down at the end of the tech tree, so I went a different route... What if it was harder to build up to electricity? What if the burner equipment wasn't almost automatically obsolete? This is just an early prototype/...