Search found 30 matches
- Sun Feb 23, 2020 8:16 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1410235
Re: Bugs & FAQ
Hello together, after I've updated all Angels Mods I get the following error when starting factorio: 34.984 Error ModManager.cpp:1440: Failed to load mod "angelsindustries": __angelsindustries__/data-updates.lua:3: ...lsindustries__/prototypes/angels-industries-override.lua:31: ..._/protot...
- Sun Aug 12, 2018 10:24 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 363594
Re: [0.16.x] Bob's Mods: General Discussion
Hi Bob, the heat exchanger mk3 has a target temp of 1015, but the reactors and heat pipes can only reach 1000C max. Am I wrong here or is this an issue? Since the heat pipe loose some temperature on the way, an even lower target temp would be required so that we do not have to attach the heat exchan...
- Fri May 18, 2018 7:27 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 363594
Re: [0.16.x] Bob's Mods: General Discussion
Hi, is there a reason for this change? Electrum has now no use at all.bobingabout wrote:First update for... a month?
Power 0.16.5:
...
Replaced electrum with gold in solar panels MK3
...
- Thu Mar 15, 2018 8:45 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 363594
Re: [0.16.x] Bob's Mods: General Discussion
Hello Bob,
the logistic science pack requires the filter inserter from the base game, not any of the filter inserters after your overhaul.
"Only Filter inserter can be inserted here, not Filter Inserter"
Greetings
the logistic science pack requires the filter inserter from the base game, not any of the filter inserters after your overhaul.
"Only Filter inserter can be inserted here, not Filter Inserter"
Greetings
- Sat Aug 12, 2017 9:51 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 73311
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
Hello, I found a minor bug. Once an assembler without recipe is getting old and should be replaced, the game crashes: 1142.910 Error MainLoop.cpp:940: Exception at tick 203760: Error while running event WearAndTear::on_tick (ID 0) __WearAndTear__/control.lua:137: attempt to index field 'recipe' (a n...
- Wed Jun 28, 2017 6:37 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 73311
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
I have a base with 2k solar panels, 1k assembler like buildings and a big bunch of miners. Wear and Tear is not noticable. Othermods like the wireless charging or YARM still use more time per update than this one.withers wrote:Although like I said, someone with a garganutan base might be able to answer better.
- Tue Jun 27, 2017 10:05 pm
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 73311
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
Thats great, thanks for your workwithers wrote:Should be fixed now. Looks like non "fast replacable" buildings were losing inventories.
- Thu Jun 22, 2017 7:58 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 320987
- Thu Jun 22, 2017 5:55 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 320987
- Wed Jun 21, 2017 7:17 pm
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 73311
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
hmm. I haven't noticed this problem at all. Just tested with assembling machines and ingredients aren't lost when transitioning from new to aging/old. Is there specific machine this is happening to? Or is it all machines in your game? Well it definitely happens with the centrifuges, but these are i...
- Wed Jun 21, 2017 6:46 pm
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 73311
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
i never realized that difference, many thanks. For some reason google did not come up with the link to the wiki when I searched for "recipe results"
- Wed Jun 21, 2017 4:07 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 320987
- Wed Jun 21, 2017 3:43 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 320987
- Wed Jun 21, 2017 3:13 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 320987
- Wed Jun 21, 2017 11:09 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 320987
- Wed Jun 21, 2017 8:53 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 320987
- Wed Jun 21, 2017 8:41 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 73311
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
I fixed it by making it look for both "result" and "results". But since recycling formulas are "results" it might be in some cases creating extra recycling recipes out of the recycling recipes. Potenital endless loop. Might also explain the crashing on started. I'll pu...
- Wed Jun 21, 2017 6:58 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 73311
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
Items that are in-progress for a current cycle are always lost when a building gets removed or it's recipe reset, even in the vanilla game. Those loses are typically negligible. For items in storage (not part of it's current cycle), I believe you are mistaken. When an old building gets replaced wit...
- Wed Jun 21, 2017 6:42 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 73311
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
After the last update, the game doesn't load any more, looks like it is stuck in a loop, it stop at 6% doesn't give any error, just stuck there, looks like a loop because watching the memory monitor its just going up and up and up... After removing the mod from the folder it loads normal. No idea w...
- Wed Jun 21, 2017 6:38 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 73311
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
and here is the recycling of the old ore crusher 3
it returns half of the ingriedents, including the new ore cursher 2
it returns half of the ingriedents, including the new ore cursher 2