Search found 167 matches

by Sworn
Fri Apr 13, 2018 10:42 pm
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 42688

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

There is a missing localized name at the "mod settings" when starting a new game.
The second options has invalid key

MadClows01's Nuclear Extension
Enable Nuclear...
unknow key: "mod-settings-name.clows-centrifuging"
Enable Thorium...
by Sworn
Fri Apr 13, 2018 10:22 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 243812

Re: pY HighTech Discussion

Oh Yeh baby, that works! Thanks a lot.
by Sworn
Fri Apr 13, 2018 2:23 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 243812

Re: pY HighTech Discussion

Thanks for sharing it! I'm missing something very bad hahahahaha. Didn't work. I have remove all other mods to see if it was a conflict or whatever, only full bob and full pydon but those two recipe still the same, one hand-craft with 25sec, and other by machine. I have started another game to see i...
by Sworn
Fri Apr 13, 2018 12:34 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 243812

Re: pY HighTech Discussion

argh, can't wait hahahhaa. I tried to edit it, changed everything as you said, but nothing shows in the game, only the same two old recipes. this line table.insert(data.raw.player.player.crafting_categories, "handcraft") I have added to the end of the fine data.lua at the root of the mod f...
by Sworn
Fri Apr 13, 2018 12:04 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 243812

Re: pY HighTech Discussion

Worked...thank you! Mind you, wooden boards still take forever, but the initial wood processing unit is an easy craft. Yeh, the wooden board is no problem cause you can have the machine for it, the printed 1 is the problem, to get that you need a considerable amount of time x hand-craft. Gonna wait...
by Sworn
Thu Apr 12, 2018 11:30 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 243812

Re: pY HighTech Discussion

pyanodon wrote:Worked...thank you!
Great! :D

Does it means that we can wait some changes at the "printed board subtract 1"?
I'm asking it, because when I started I new base, I found my self "alt-tab" from the game just to wait the board to finish, this totally kill the fun.
by Sworn
Thu Apr 12, 2018 10:31 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 243812

Re: pY HighTech Discussion

Sad :(
by Sworn
Thu Apr 12, 2018 3:48 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 536331

Re: [MOD 0.14] AAI Programmable Vehicles

When you place a vehicle, chain gunner for example, and manually put it in "Always ON", it won't shoot any thing, even if it is attacked. You need to make it move any where, than it will start shooting things
by Sworn
Thu Apr 12, 2018 3:22 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 243812

Re: pY HighTech Discussion

Got what you said, gonna look into it. The hand craft recipe could cost like 5x mores, instead of taking 25sec to make. At the raise of new base, you don't have nearly as everything you need to make all the Printed chain, and wait 2minutes for each splitter is a pain in the .... I'm not saying that ...
by Sworn
Thu Apr 12, 2018 1:45 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 243812

Re: pY HighTech Discussion

It is really intended, to manually craft all "Printed Board Subtract 1" which take 25 sec each until you be able to make your first assembly machine 2? You spend more time waiting for those printed circuits than making any thing, and you cannot automate it without assembly 2. Cause the lam...
by Sworn
Wed Apr 11, 2018 11:16 pm
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 1027
Views: 297149

Re: PyCoalTBaA or the PyCoal Angels Patch

Not sure if is this one or the pydon itself. But At the start, you can hand-craft "Printed Circuit Subtract 1" with wood and copper, which take forever to make, cool. To automate that, the machine use the other recipe which require Formica , which require Fiberboard , which require a &quo...
by Sworn
Wed Apr 11, 2018 10:25 pm
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 1027
Views: 297149

Re: PyCoalTBaA or the PyCoal Angels Patch

Not sure if is this one or the pydon itself. But At the start, you can hand-craft "Printed Circuit Subtract 1" with wood and copper, which take forever to make, cool. To automate that, the machine use the other recipe which require Formica , which require Fiberboard , which require a &quo...
by Sworn
Wed Apr 11, 2018 1:14 am
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 1027
Views: 297149

Re: PyCoalTBaA or the PyCoal Angels Patch

Not sure if is this one or the pydon itself. But At the start, you can hand-craft "Printed Circuit Subtract 1" with wood and copper, which take forever to make, cool. To automate that, the machine use the other recipe which require Formica , which require Fiberboard , which require a "...
by Sworn
Wed Apr 11, 2018 12:31 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 536331

Re: [MOD 0.14] AAI Programmable Vehicles

I got this error, when trying to use this mod with Raven. Both works just fine alone, but looks like they don't like each other :( . Gonna post in Ravens to to see if you guys can make both happy again :D __aai-programable-vehicles__data-updates.lua:2...grammable-vehicles__/prototypes/entity/entity-...
by Sworn
Mon Apr 09, 2018 2:56 am
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 1027
Views: 297149

Re: PyCoalTBaA or the PyCoal Angels Patch

It is! Damm sorry for the dummy question. Thanks for the information! appreciate that :roll:
by Sworn
Sun Apr 08, 2018 11:53 pm
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 1027
Views: 297149

Re: PyCoalTBaA or the PyCoal Angels Patch

There isn't way to get raw borax now, the tech is behind green, which require borax to make :( .
by Sworn
Wed Mar 21, 2018 6:18 pm
Forum: Mods
Topic: Dp77's-Factorioplus:-Ores
Replies: 151
Views: 47342

Re: Dp77's-Factorioplus:-Ores

I really like when you have more ores, more things to do. But as there are increasing number of mods, and ores i would suggest. If possible try to integrate with those "standers" mods like "Resources Spawn overall" "bobs ores" "angels ores" so we don't have or...
by Sworn
Sat Mar 03, 2018 1:57 pm
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Replies: 133
Views: 82904

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Now I'm in the right topic :D . There isn't any config option to disable the infinite ore generation right? Like the angels allow you to disable it (per ore). I saw that you check for "angels infinite ore", so just deleting this mod would do, but as a suggestion, a settings that allows you...
by Sworn
Sat Mar 03, 2018 1:39 pm
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 89173

Re: [MOD 0.16] MadClown01's Processing

Damm :shock: hahahahaha sorry, I really messed that up :? .
You right :roll: .

I add the other mod, and it generated as soon I went in to new chunks
by Sworn
Sat Mar 03, 2018 3:59 am
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 89173

Re: [MOD 0.16] MadClown01's Processing

I think I was confuse, or I'm still confused :lol: . You don't actually add any new ore to the map do you? Just those new chains, or am I wrong? I try to find any thing new exploring the map, but I didn't find any, but RSO make a "little more" hard to find any thing "far away, far awa...

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