OK, stupid question, but did the way the mod works change recently?
In my latest game I can't find or craft any upgrade tool. Only the configuration dialogue works, but I can't seem to find the item.
Thanks!
Search found 250 matches
- Tue Aug 29, 2017 8:42 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 212995
- Fri Jun 30, 2017 1:25 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1421316
Re: Development and Discussion
How the hell do you get mud? I looked over the recipes and it looks like a circular dependency list. Everything that gives mud uses some kind of mud water which eventually needs mud. BTW, Smelting is in a good place right now. I'm not sure it needs the complication of having a new kind of clay brick...
- Sat May 27, 2017 8:31 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 359822
Re: [0.15.x] Bob's Mods: General Discussion
MY parallel play of the same campaign, one vanilla, one Bob's continues. Some observation: 1. There is Basic oil and Basic oil + Sulphur. They both give the same amounts of gas, but one gives free sulphur. Is this a bug? 2. In the startup options of config there is a single checkbox on by default, t...
- Sat May 27, 2017 8:24 am
- Forum: Resolved Problems and Bugs
- Topic: Hard crash with mods on 0.15
- Replies: 5
- Views: 1130
Re: Hard crash with mods on 0.15
Can confirm, fixed!
- Fri May 26, 2017 6:07 pm
- Forum: Resolved Problems and Bugs
- Topic: Hard crash with mods on 0.15
- Replies: 5
- Views: 1130
Re: Hard crash with mods on 0.15
Wow!posila wrote:Thanks for the report.
Fixed in 0.15.15 (just released)
You have got to be kidding me! Already? Or did you find it before the report?
You guys are fantastic! Hope you get 2 million sales!
- Fri May 26, 2017 5:47 pm
- Forum: Resolved Problems and Bugs
- Topic: Hard crash with mods on 0.15
- Replies: 5
- Views: 1130
Re: Hard crash with mods on 0.15
Further updates:
it looks like anything I'm doing with Nanobots crashes.
Worked perfectly before, so I'm guessing that 0.15.14 did something and Nanobots is no longer compatible. The author of Nanobots might look into it, but Factorio should probably not crash.
Thank you!
it looks like anything I'm doing with Nanobots crashes.
Worked perfectly before, so I'm guessing that 0.15.14 did something and Nanobots is no longer compatible. The author of Nanobots might look into it, but Factorio should probably not crash.
Thank you!
- Fri May 26, 2017 5:37 pm
- Forum: Resolved Problems and Bugs
- Topic: Hard crash with mods on 0.15
- Replies: 5
- Views: 1130
Hard crash with mods on 0.15
Hi there!
I am experiencing a hard crash.
I think the game autosaved just as I put down a blueprint with Nanobots. It crashed then and crashes every time I load the game.
Attached savefile and crash log.
I am experiencing a hard crash.
I think the game autosaved just as I put down a blueprint with Nanobots. It crashed then and crashes every time I load the game.
Attached savefile and crash log.
- Wed May 24, 2017 7:34 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 359822
Re: [0.15.x] Bob's Mods: General Discussion
To test out 0.15 and Bob's too, I'm doing two runs in parallel: one vanilla and one with all of Bob's, no Angel's.
To test out game feel, progression and balance.
Up to this point I have only one observation: the change of lights using BCB instead of BEB is really good!
To test out game feel, progression and balance.
Up to this point I have only one observation: the change of lights using BCB instead of BEB is really good!
- Tue May 23, 2017 11:04 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1421316
Re: Development and Discussion
PS: I know you can make plastic in several ways and you can ignore oil + gas. It was just an example. But eventually you need to go into oil + gas, so at best you end up postponing the problem. You can actually totally ignore oil and I think also ignore totally the gas (so far, didnt re-need it yet...
- Tue May 23, 2017 8:16 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1421316
Re: Development and Discussion
Meaning that you find petrochem easier than refining? That's terrifying. :) Petrochem is only difficult because the chemistry is scary because the names are hard to remember and hard to understand. Very few people feel comfy with chemistry at all. But the actual implementation of the production sys...
- Mon May 22, 2017 9:06 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3890
- Views: 1251890
Re: Bugs & FAQ
https://mods.factorio.com/mods/atchoum/ ... you-hidden
Maybe you can use this mod to search for tech that is hidden and shouldn't be?
Maybe you can use this mod to search for tech that is hidden and shouldn't be?
- Sun May 21, 2017 10:41 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 359822
Re: [0.15.x] Bob's Mods: General Discussion
Flare stacking some gases is a bit silly though...Nexela wrote:Angel has flare stacks and clarifiers that "replace" the bob vents
Haven't tried the latest version, but in the past both existed in parallel. Gas vents should only take gases.
Gas vent needs to remain. Clarifiers are fine though.
- Sun May 21, 2017 7:25 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 154310
Re: Friday Facts #191 - Gui improvements
I'm all for moving it into a tab, but, we still need a quick way of seeing which weapon we have equipped. I didn't make it very clear in FFF, you you can still see your active weapon and ammo, something like this, possibly attached to the quickbar: Capture.PNG That works only with vanilla weapons. ...
- Wed May 17, 2017 10:41 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3890
- Views: 1251890
Re: Bugs & FAQ
On weird non-bug that I found is that if you put frequency to very high, no RSO, starter area Stir and Saph get really high with normal size and richness. Most maps have over 2 million in at least one of the starter patches. Off-topic rant: I'm trying out map setting for an anti RSO campaign; with R...
- Wed May 17, 2017 8:52 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 359822
Re: [0.15.x] Bob's Mods: General Discussion
I think Galena is near impossible to see on the map. Especially with default map generation options, there is a single tiny patch on your maps you need a lot of time to find. This is like 90's pixel hunt adventure game. 0.15 map popup helps a bit, but still... Does anyone else think this is a problem?
- Wed May 17, 2017 8:21 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1421316
Re: Development and Discussion
Angel, is it possible to add an override for players that don't want to use Bob's Electronics. Setting the recipes to only need Electronic, Advanced, Processing Units and changing them replacing the couple of instances when Bob's Electronics are installed. Man, Factorio has the most complex mods ev...
- Wed May 17, 2017 7:56 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1421316
Re: Development and Discussion
Infinite ores shine brightly. It's a very neat effect when RSO is being used and you see a shiny dot in the middle of a patch. It helps differentiate the ores quite nicely. Ahhh, indeed. Infinite ores are shiny. That's good enough for me! Really bad with details right now since I'm updating more pl...
- Wed May 17, 2017 7:34 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1421316
Re: Development and Discussion
So Angel, have you decided upon Uranium? Separate ore or result of sorting? Sorry if I missed your answer before. The ore patches have been removed in the latest updates :) (If you play refining + bobs) Thanks! The only downside is that now we don't have light emitting ores on the map :). Like I sa...
- Tue May 16, 2017 8:27 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1421316
Re: Development and Discussion
So Angel, have you decided upon Uranium? Separate ore or result of sorting?
Sorry if I missed your answer before.
Sorry if I missed your answer before.
- Wed May 10, 2017 8:55 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1421316
Re: Development and Discussion
There should be a simple bool option to remove all barreling recipes from the entire game though config. Fully optional and probably off by default.
Sorry if there already is and I haven't noticed.
Sorry if there already is and I haven't noticed.