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...
Search found 167 matches
- Fri Apr 13, 2018 10:42 pm
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 42688
- 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.
- 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...
- 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...
- 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...
- Thu Apr 12, 2018 11:30 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 243812
Re: pY HighTech Discussion
Great!pyanodon wrote:Worked...thank you!
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.
- Thu Apr 12, 2018 10:31 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 243812
- 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
- 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 ...
- 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...
- 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...
- 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...
- 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 "...
- 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-...
- 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
- 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 .
- 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...
- 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...
- 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 hahahahaha sorry, I really messed that up .
You right .
I add the other mod, and it generated as soon I went in to new chunks
You right .
I add the other mod, and it generated as soon I went in to new chunks
- 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...