Search found 81 matches

by solntcev
Mon Jan 30, 2017 1:59 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3873
Views: 1237349

Re: Bugs & FAQ

Arch666Angel wrote:... I hope that this issue is resolved with the latest versions of my mods.
Screenshots was made yesterday with latest mods from mod portal. If there was no updates from you, probably it is still broken.
by solntcev
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...
by solntcev
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...
by solntcev
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.
by solntcev
Fri Oct 14, 2016 3:12 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1406800

Re: Development and Discussion

mexmer wrote:...
point is, if OP doesn't use bob mods, he will not have this source of sulfur
OP plays with Bob's mods:
jbtw wrote:I've been playing a game with Bob's mods, Angels ores and petrochem, no biters, and alternate alien science.
by solntcev
Fri Oct 14, 2016 10:09 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1406800

Re: Development and Discussion

jbtw wrote: I only see three sources of sulfur:
...
You are missing Nickel processing and advanced Lead processing. They both produce Sulfur Oxyde. It can be restored to Sulfur with Hydrogen.
by solntcev
Sat Oct 08, 2016 7:34 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3873
Views: 1237349

Re: Bugs & FAQ

steinio wrote:...
Should work.
Beneath the same version with migration script.
Thank you. Code did not worked, but migration script did the thrick.
by solntcev
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...
by solntcev
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 :(
by solntcev
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.
by solntcev
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

nqrott wrote:...

now any inseter is grabbing stackwise from belts.
This is 0.13 (vanilla) addition. All inserters with bonuses uses bonuses on belts.

Right now modders have no control over it and it can break some circuit setups that expect single items placed on belt.
by solntcev
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...
by solntcev
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...
by solntcev
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.
by solntcev
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.
by solntcev
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...
by solntcev
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.
by solntcev
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...
by solntcev
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.
by solntcev
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...

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