Screenshots was made yesterday with latest mods from mod portal. If there was no updates from you, probably it is still broken.Arch666Angel wrote:... I hope that this issue is resolved with the latest versions of my mods.
Search found 81 matches
- Mon Jan 30, 2017 1:59 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3873
- Views: 1237349
Re: Bugs & FAQ
- Mon Jan 30, 2017 9:29 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3873
- Views: 1237349
Re: Bugs & FAQ
Mods: All bobs (without bobs rewamp) + all angels mods, NE, Nucular. Nitroglycerin research unavailable, but previous steps are researched (in tooltip it is displayed as modified twice: bobwarfare > angelspetrochem > bobwarfare): http://images.akamai.steamusercontent.com/ugc/170410300182873746/8255A...
- Mon Nov 21, 2016 5:20 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3873
- Views: 1237349
Re: Bugs & FAQ
... But the max range for a connection is set to 7.5 by default I think, so you are maybe to far off the warehouse. Yes I was zoomed out and far away, sorry for false report. However I have another problem: I have full Bobs + Angels mods installed and Nitroglicerin research is unavailable for resea...
- Sun Nov 20, 2016 10:34 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3873
- Views: 1237349
Re: Bugs & FAQ
I can not connect "Passive Provider Warehouse" to circuit network. But I can connect network to normal warehouse. Is this intended restriction?
I wanted to use them in hybrid bot/belt bus.
I wanted to use them in hybrid bot/belt bus.
- Fri Oct 14, 2016 3:12 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1406800
Re: Development and Discussion
OP plays with Bob's mods:mexmer wrote:...
point is, if OP doesn't use bob mods, he will not have this source of sulfur
jbtw wrote:I've been playing a game with Bob's mods, Angels ores and petrochem, no biters, and alternate alien science.
- Fri Oct 14, 2016 10:09 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1406800
Re: Development and Discussion
You are missing Nickel processing and advanced Lead processing. They both produce Sulfur Oxyde. It can be restored to Sulfur with Hydrogen.jbtw wrote: I only see three sources of sulfur:
...
- Sat Oct 08, 2016 7:34 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3873
- Views: 1237349
Re: Bugs & FAQ
Thank you. Code did not worked, but migration script did the thrick.steinio wrote:...
Should work.
Beneath the same version with migration script.
- Sat Oct 08, 2016 11:24 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3873
- Views: 1237349
Re: Bugs & FAQ
Hello, I added "Pressurized tank" to game with "fluid handling" already researched. How can I reset or enable tank recipe? /c for i, player in ipairs(game.players) do player.force.reset_recipes() end /c for i, player in ipairs(game.players) do player.force.reset_technologies() en...
- Tue Sep 27, 2016 9:33 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 175633
Re: [0.12.x][v0.12.11] Bob's Warfare mod
Is there any way to unequip modules automatically when item used in crafting?
Upgrading tank mk2 to mk3 cost me fusion reactor, couple of shields and high level plasma cannon
Upgrading tank mk2 to mk3 cost me fusion reactor, couple of shields and high level plasma cannon
- Fri Sep 16, 2016 10:03 am
- Forum: Bob's mods
- Topic: No new ores
- Replies: 14
- Views: 5671
Re: No new ores
If you add RSO, it will guarantee that all starting ores will be available in starting zone.
rare ores: gold, gems, tungstren will be outside.
rare ores: gold, gems, tungstren will be outside.
- Mon Sep 12, 2016 12:47 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 314406
Re: [0.12.x][v0.12.10] Bob's Logistics mod
This is 0.13 (vanilla) addition. All inserters with bonuses uses bonuses on belts.nqrott wrote:...
now any inseter is grabbing stackwise from belts.
Right now modders have no control over it and it can break some circuit setups that expect single items placed on belt.
- Wed Sep 07, 2016 10:31 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.4] Bob's Config mod
- Replies: 67
- Views: 52197
Re: [0.12.x][v0.12.4] Bob's Config mod
Web UI is interesting idea: You can make page, that will contain template for config mod and store user changes locally (localStorage or cookies), and then will be able to generate fresh config mod archive from template and user overrides. Only issue is that it will not have automatic updated. I won...
- Mon Aug 29, 2016 11:52 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Power mod
- Replies: 102
- Views: 129696
Re: [0.12.x][v0.12.8] Bob's Power mod
... I don't know if you can change it so the steam generators don't pollute and, instead, the boilers do (which its confused me why they have the steam generators polluting, when they're just taking the steam to drive pistons or turbines to generate power) and have hydrogen burners boiling water to...
- Thu Aug 25, 2016 9:10 am
- Forum: Gameplay Help
- Topic: 2 refineries can't satisfy more than 1 chem plant
- Replies: 5
- Views: 3654
Re: 2 refineries can't satisfy more than 1 chem plant
Small note: you don't need 2 petroleum gas inputs on chemical plant, 1 is enough.
- Wed Aug 17, 2016 8:14 pm
- Forum: Duplicates
- Topic: [0.13.16] modded game crashes on saving
- Replies: 2
- Views: 1075
Re: [0.13.16] modded game crashes on saving
sorry about duplicate, forgot to search.
- Wed Aug 17, 2016 6:28 pm
- Forum: Duplicates
- Topic: [0.13.16] modded game crashes on saving
- Replies: 2
- Views: 1075
[0.13.16] modded game crashes on saving
When game tries to save/autosave, it closes with message "Unexpected error occurred" When starting new game, error is not reproducing, but I already invested 50 hours in current save and don't want to start over. Log: https://www.dropbox.com/s/wsdn92ycxphfarh/factorio-current.log?dl=1 Mods...
- Mon Aug 15, 2016 10:48 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 314406
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Does blueprint keeps inserters configs?
Last time I tried - bots build default insterters instead of configured.
Last time I tried - bots build default insterters instead of configured.
- Wed Aug 10, 2016 2:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.15] Car turret can shoot itself
- Replies: 3
- Views: 2444
[0.13.15] Car turret can shoot itself
Not sure if it is bug or by design: If you hover cursor over car and press "C" button (free fire), car will shoot itself. I discovered this behavior when tried to clear forest with car turret. I have not tested it with tank main cannon yet. Player character can't target himself that way. S...
- Wed Aug 10, 2016 10:40 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 572
- Views: 297498
Re: Thank you (Make the dev-team happy today!)
Thank you for this beautifull game, it moddability give a lot of replay value.
- Fri Aug 05, 2016 9:08 am
- Forum: Gameplay Help
- Topic: Big Worms
- Replies: 18
- Views: 6821
Re: Big Worms
Currently - flamethrower - most efficient weapon against stationary target. If you have modular/power armor with shields, you can survive couple worm hits. You only need place 1 single flame hit on structure/unit to set it on fire, it will burn taking 45 damage per second (worms/biters/spawners have...