Search found 35 matches

by clampi
Thu May 18, 2017 6:36 am
Forum: Resolved Problems and Bugs
Topic: [15.11]Fluid in conditions saved in blueprint lib change
Replies: 3
Views: 2409

[15.11]Fluid in conditions saved in blueprint lib change

Short description When blueprinting entities that take conditions with fluids (inserters, decider combinator, etc), save them in blueprint library, load mods that add new fluids to the game, the conditions from the blueprints change fluid (the fluid itself is different). Version where was found 0.1...
by clampi
Wed May 17, 2017 1:36 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 356427

Re: [0.15.x] Bob's Mods: General Discussion

Hello Bob, Here are some of my thoughts regarding the water purification/desalination process. I took a look at Wikipedia page regarding the desalination process and there are multiple ways to do that. Some are more efficient than others, some depend on other industrial infrastructure, some are simp...
by clampi
Tue May 16, 2017 2:17 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 356427

Re: [0.15.x] Bob's Mods: General Discussion

Hello Bob, Here are some things you may consider tweaking: Electrolyser recipe. Build time for Mk1 is 5s while the others are built in 10s. Maybe make all the recipes in line with the chemical plant? Also, Electrolyser Mk1 and Mk2 have both stone pipe in their recipe, based on the progression maybe ...
by clampi
Sun May 07, 2017 5:10 am
Forum: Bob's mods
Topic: What should I do with science packs?
Replies: 68
Views: 21804

Re: What should I do with science packs?

Hello Bob, Here are a few thoughts to ponder about: Having science packs have buildings in recipes promotes a play-style more in line with Factorio. As you could read from past FFF, the devs introduced those as a help for those of us who craft stuff on spot instead of an automated production for thi...
by clampi
Sun May 07, 2017 3:38 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1237267

Re: Bugs & FAQ

Hello Angel, Here is the fix for angelsinfiniteores/localization-override.lua https://mods.factorio.com/mods/Arch666Angel/angelsinfiniteores/discussion/11699 Version 0.7.5 of angelsrefining does not work without petrochem because: The recipe category "heavy-pump" is missing from angelsrefi...
by clampi
Fri May 05, 2017 11:08 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 356427

Re: [0.15.x] Bob's Mods: General Discussion

Hello Bob,

The express underground recipe updates in boblogistic/prototypes/recipe/belt-recipe-updates.lua were not needed from factorio 13 on. They currently conflict with recipe changes made in factorio 0.15.8. Please consider removing them.
by clampi
Wed May 03, 2017 8:00 am
Forum: Mods
Topic: [MOD 0.13] Progressive running
Replies: 50
Views: 23230

Re: [MOD 0.13] Progressive running

Hello binbinhfr, The localization for the hotkey is missing in game, you need to delete the spaces before and after equal sign to work (changed in factorio .15) in /locale/en/en.cfg [controls] progrun_hotkey=Progr. running toggle As a request, would be possible to move the configuration to the new s...
by clampi
Tue May 02, 2017 2:38 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 78999

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Hello Bob,

There is a defect reported now in bobgreenhouse v0.15.0 by factorio version 0.15.6:
Error while running setup for item prototype "seedling" (item): Must have a valid fuel_category when fuel_value is used.
by clampi
Sat Apr 29, 2017 3:16 pm
Forum: Bob's mods
Topic: [0.12.x][0.12.5]Bob's Library mod
Replies: 44
Views: 77883

Re: [0.12.x][0.12.5]Bob's Library mod

After some investigation in the base mod recipes, it seems that there are two, mutually exclusive ways to specify a recipe: 1) The old, .14 way, with ingredients, result+result_count/results 2) The new, .15 way, with those normal and expensive options wrapping both the ingredients and results. Both ...
by clampi
Sat Apr 29, 2017 9:02 am
Forum: Bob's mods
Topic: [0.12.x][0.12.5]Bob's Library mod
Replies: 44
Views: 77883

Re: [0.12.x][0.12.5]Bob's Library mod

Hello Bob, It seems that simply migrating the library was not quite that simple as you thought. In case you didn't see my message from the mod portal, here is the update. In the 0.15 release, the recipe prototype was changed extensively, such that the recipe functions do not work properly for certai...
by clampi
Mon Nov 07, 2016 6:52 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1237267

Re: Bugs & FAQ

The override code used in your mods has flawed logic. When replacing an ingredient, it doesn't replace it in place, keeping the same ingredient index in the ingredients list, but it removes and re-adds the new ingredient. It would seem the effect is equivalent, except chemistry recipes with 2 fluids...
by clampi
Thu Oct 06, 2016 12:17 am
Forum: Bob's mods
Topic: [0.12.x][0.12.5]Bob's Library mod
Replies: 44
Views: 77883

Re: [0.12.x][0.12.5]Bob's Library mod

Hello Bob, There is an error in bobmods.lib.recipe.replace_ingredient_crude(). It doesn't work as intended, meaning that the recipe won't have the ingredient replaced although the function returns true. This happens because ingredient = item statement doesn't work as expected, probably ingredient lo...
by clampi
Sun Mar 20, 2016 12:15 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 147157

Re: Bugs and problems

Hello, I have a bug/omission to report. Using 5dim_automatization_3.0.0, after researching the respective tech, I have the ability to craft Oil Refinery MK3. The bug its related to it's existence/purpose. I would have expected to be somehow better than the MK 2 variant, but, it has the same stats, e...
by clampi
Thu Mar 17, 2016 2:57 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 302290

Re: [MOD 0.12.12+] SmartTrains 0.3.75

I also have a performance hit after upgrading to 0.3.75. Downgrading to 0.3.74, hardReset-ing and re-adding the routes solved the performance issue. I've opened an issue on github with more info attached.
by clampi
Tue Mar 08, 2016 12:36 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 147157

Re: Bugs and problems

Hello, I have a few bugs to report. To replicate the defects, the following mods were used: boblibrary_0.12.3. bobores_0.12.7, bobconfig_0.12.2 (to enable the ores), bobplates_0.12.10, boblogistics_0.12.7, 5dim_core_2.1.1, 5dim_energy_2.1.1, 5dim_transport_2.1.0 Using Factorio version 0.12.26. Defec...

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