Search found 30 matches
- Sun Aug 23, 2020 2:51 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097474
Re: [1.0] Sea Block Pack 0.4.10
Yes. Yes it does. I realised the same thing right at the end of my seablock run.
- Fri Aug 14, 2020 3:02 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097474
Re: [0.18] Sea Block Pack 0.4.8
Circuit processing also has an issue in bobmodules.lua, line 140. I commented it out, probably your fix would be better?
- Sun Aug 09, 2020 1:04 am
- Forum: Ideas and Suggestions
- Topic: Allow 'Error loading mods' to Check and Download Updates
- Replies: 4
- Views: 1775
Re: Allow 'Error loading mods' to Check and Download Updates
+1
I came here to post this very suggestion, because it would be more convenient than:
* Disable mod(s)
* Wait for factorio to load again
* Download updates
* Wait for factorio to load again
* Reenable mods
* Wait for factorio to load again.
I came here to post this very suggestion, because it would be more convenient than:
* Disable mod(s)
* Wait for factorio to load again
* Download updates
* Wait for factorio to load again
* Reenable mods
* Wait for factorio to load again.
- Sat Aug 01, 2020 1:35 am
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 136328
Re: Feedback
Next question. This one came up in the r/seablock discord. Someone popped in there to report that character classes breaks early seablock, since you are unable to forage for cellulose fiber unless you are using a balanced character. I dug into the code a bit, and found that it is because trainwreck ...
- Sun Jul 19, 2020 11:41 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.36] Inserters in blueprints lose configuration when upgraded using upgrade planner
- Replies: 2
- Views: 2450
[0.18.36] Inserters in blueprints lose configuration when upgraded using upgrade planner
Seablock, using bob's adjustable inserters. If I have an inserter that has its configuration changed (input, output, whatever) Before.png and I use an upgrade planner on it, those settings are preserved. If you blueprint that inserter (that includes the temporary blueprint you get when using shift w...
- Sun Jul 19, 2020 11:02 am
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 136328
Re: Feedback
Will do. I had no idea that the inserter options were in the base game (hidden, of course?). I thought they were unique to the modded world.
- Sun Jul 19, 2020 2:58 am
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 136328
Re: Feedback
Inserters lose configuration when you use an upgrade planner on a blueprint (Including the temporary blueprint you get from shifting while copying). I don't know what, if anything, can be done about that, but I have learnt to turn bots off, blueprint, upgrade plan the ghosts, then re-blueprint as a ...
- Sun Jul 12, 2020 2:03 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404058
Re: Bugs & FAQ
I'm guessing it's related to the removal of platinum?
- Tue Jul 07, 2020 10:25 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404058
Re: Bugs & FAQ
How I figured out what was wrong? Load your save (and sync to it!), then quit the session and start a new game. The tech tree of a new session with a given mod configuration should(!) have no such weird broken inconsistencies. As such, I cannot guarantee that it is the only issue from messing with ...
- Tue Jul 07, 2020 3:44 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404058
Re: Bugs & FAQ
Thank you. It was NuclearFuel by GotLag which disabled kovarex.
https://mods.factorio.com/mod/Nuclear%2 ... 000edfe404
All fixed now. thank you again!
https://mods.factorio.com/mod/Nuclear%2 ... 000edfe404
All fixed now. thank you again!
- Tue Jul 07, 2020 3:41 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097474
Re: [0.18] Sea Block Pack 0.4.8
Found the culprit. It was NuclearFuel by GotLag. I had to run /c game.player.force.technologies["kovarex-enrichment-process"].enabled = true to re-enable kovarex. It seem I also needed to re-enable thorium-processing, thorium-plutonium-fuel-cell, plutonium-fuel-cell, thorium-fuel-reprocess...
- Tue Jul 07, 2020 2:34 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404058
Re: Bugs & FAQ
Posted this in seablock, and was directed to try posting here. On my current seablock playthrough, I was looking at playing with nuclear when I realised that the combination of seablock, Angels' overhaul and GotLag's NuclearFuel overhaul was too confusing, so tried to back to 'vanilla' seablock. Now...
- Tue Jul 07, 2020 1:55 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097474
Re: [0.18] Sea Block Pack 0.4.8
I wanted to be sure that it wasn't seablock disabling something, and this is how it was supposed to be before I reported it to bob/angel. (I was more likely to report to bob than angel, tbh)
(Edit: typo)
(Edit: typo)
- Mon Jul 06, 2020 4:12 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097474
Re: [0.18] Sea Block Pack 0.4.8
I recently removed the Angels Industries and Nuclear (something overhaul something) mods and was getting ready to start looking into nuclear, but now I'm confused. Do I have a borked save, or is the Bobingabout process supposed to be locked behind a hidden tech, or is it itself supposed to be hidden...
- Mon Jul 06, 2020 3:54 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097474
Re: [0.18] Sea Block Pack 0.4.8
I seem to be having an issue (I've probably missed something) Wood pellets say 8 MJ and charcoal is 3MJ and when I try to use the charcoal it is used up within seconds. However I expected charcoal to be a superior fuel. Any ideas? It depends on your definition of superior. Turning wood pellets into...
- Wed Jun 10, 2020 4:06 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 81301
Re: [MOD 0.18] ShinyBobGFX
Still, no worries, right? I laughed out loud at your reply because I had just done a quick compare of the mining-drill.lua in the base mod, and the mining-drills.lua in the Shiny mod, and there's not much changed, apart from everything. Good luck.
- Wed Jun 10, 2020 3:05 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 81301
Re: [MOD 0.18] ShinyBobGFX
From the changelog for 0.18.31: Changed mining drill graphics definitions. Graphics are now defined using working visualizations contained in graphics_set and wet_mining_graphics_set prototype properties. If graphics_set is not defined, old animations property will be loaded instead for limited back...
- Fri Jun 05, 2020 12:19 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097474
Re: [0.18] Sea Block Pack 0.4.6
The only mod that conflicts for me now is the ScienceTweaker. There is already a master update in github, but no update in the mod portal. Neither i know how to update it manually, its only changing "bio-farm-1" to "bio-farm", but when i make the change and relaunch, factorio do...
- Sun May 31, 2020 8:02 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097474
Re: [0.18] Sea Block Pack 0.4.6
There is also the blue tech "Thermal Water Extraction 2" which adds a recipe that gives 50 times the thermal water for double the cost. (Plus 100 steam, but that's cheap)
- Sat May 30, 2020 2:03 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1097474
Re: [0.18] Sea Block Pack 0.4.6
The mod page always updates long before the in game portal. It'll bee ready by the time I get home, though.
That said, the update I was thanking trainwreck for was 0.4.5
Edit 2: The mod in the zip on page 1 here contains the 0.4.4 version, dated April 2020.
That said, the update I was thanking trainwreck for was 0.4.5
Edit 2: The mod in the zip on page 1 here contains the 0.4.4 version, dated April 2020.