Search found 35 matches
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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.
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.
- 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...
- 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.
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.
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...