Search found 84 matches
- Tue Sep 24, 2019 1:12 am
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 205
- Views: 124690
Re: [MOD 0.13] Big Bags - more space in your bags
He has a clause in his license about abandonment and non-responsiveness on the forums so I don't feel bad about posting this. I have made the changes suggested by 3153nh0w3r and updated the version and base mod requirements. I have been using for a couple of days now. I see, i never got this error ...
- Wed Sep 18, 2019 11:34 pm
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 92621
Re: [MOD 0.15] ModuleInserter 2.0.0
@Choumiko: With IR, I think should be changed either "industrial-roboports" or "deadlock-bronze-construction", whichever the player chooses to research first. Definitively deadlock-bronze-constructor! This one is like 2 hours ingame, while industrial-roboports is more about 20 h...
- Wed Sep 18, 2019 11:26 pm
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 92621
Re: [MOD 0.15] ModuleInserter 2.0.0
Yepp, after some fiddling around and debugging without barely any clue about factorio modding i now know how to add a button to the GUI with mod_gui and which event fire at which time within the data lifecycle :-D. Well that was a fun endeavor, thanks to you deadlock :-D. Anyways, the problematic li...
- Wed Sep 18, 2019 8:18 pm
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 92621
Re: [MOD 0.15] ModuleInserter 2.0.0
Compatibility Issue with Industrial Revolution: Hi, i am trying to use Module Inserter with Industrial Revolution, but i assume IR renamed the "modules" tech to modules 1, so i cannot open the GUI. I have walked through the source code a bit, but i cant find the spot where this dependency ...
- Wed Sep 18, 2019 7:45 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 362113
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
FARL works in my quick test. No errors, the recipes are possible, and the basic functions look good. Will report if any problems arise. Then maybe some update has fixed it. I had to change the FARL recipes to attach themself to table.insert(data.raw["technology"]["automated-rail-tran...
- Tue Sep 17, 2019 2:40 pm
- Forum: Minor issues
- Topic: [0.17.68] Strange Inserter movement when low on power and non default configuration
- Replies: 3
- Views: 977
Re: [0.17.68] Strange Inserter movement when low on power and non default configuration
Thank you for the explanation. Just to clarify, when the arm extends to try to reach the moving item the arm does not rotate, because it cannot do both at once? At least it looks like this. Also it seem to prefer the slower lateral movement, which then looks so strange.
- Tue Sep 17, 2019 1:48 pm
- Forum: Minor issues
- Topic: [0.17.68] Strange Inserter movement when low on power and non default configuration
- Replies: 3
- Views: 977
[0.17.68] Strange Inserter movement when low on power and non default configuration
Hello team, Inserters have a strange moving pattern when low on power and on a non perfect circular swing as can be seen in the following video. As far as i can tell this happens only on extending/shortening (lateral?) movement. Could be also caused by Bob's inserted mod. The same inserter works tot...
- Sun Sep 15, 2019 8:40 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 362113
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Does anybody happen to know why the F.A.R.L does not have any crafting recipe nor any technology to research for it? The items itself are shown in FNEI, but hitting the craft button there does not yield any results. I just wanted to ask before i start to dig deeper to resolve the conflict, maybe an...
- Sat Jun 15, 2019 4:11 pm
- Forum: Pending
- Topic: [0.17.49] Join fails on big map if host is autosaving
- Replies: 1
- Views: 546
[0.17.49] Join fails on big map if host is autosaving
Greetings, Version 0.17.49 i have an strange issue here: While hosting a multiplayer my friend who wanted to join, but somehow hit my autosave intervals several times. I saw the autosave progressbar and then the saving for friend progress bar. But my friend didnt start to download the map which is a...
- Mon Mar 18, 2019 7:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Minor FluidBox crash with mods
- Replies: 1
- Views: 424
[0.17.14] Minor FluidBox crash with mods
Sorry Dominik, it seems there is again a small FluidBox issue. :? I tried to load a big factory loaded with mods while not having loaded any of them. I was mostly vanilla because i tried the Intro :-D I forgot to load the Mods so i got that crash. factorio-current.log I enabled all mods again and th...
- Sun Mar 17, 2019 11:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Unknown key: Quest-hints.build
- Replies: 3
- Views: 880
Re: [0.17.14] Unknown key: Quest-hints.build
I am just trying out the introduction and i cant figure out how to build a stone furnace :( This absolutely cute compilatron is quite. I have clicked on the stone furnace recipe on the right side and closed my inventory. Without any toolbar containing my crafted and placeable objects i have no clue...
- Sun Mar 17, 2019 5:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.14] Intro - Solid fuel not accepted as fuel for quest
- Replies: 2
- Views: 2189
[abregado][0.17.14] Intro - Solid fuel not accepted as fuel for quest
Well somehow i managed to build this furnace (see other post) and placed some awesome solid fuel in it i found on the left side of the map. But the Quest does not approve :(. It wants some coal or even worse.. this carbon neutral, totally disgusting living material some call wood, i call a menace. D...
- Sun Mar 17, 2019 5:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Unknown key: Quest-hints.build
- Replies: 3
- Views: 880
[0.17.14] Unknown key: Quest-hints.build
I am just trying out the introduction and i cant figure out how to build a stone furnace :( This absolutely cute compilatron is quite. I have clicked on the stone furnace recipe on the right side and closed my inventory. Without any toolbar containing my crafted and placeable objects i have no clue ...
- Sun Mar 17, 2019 4:31 pm
- Forum: Not a bug
- Topic: [0.17.14] Belt Graphic Glitch
- Replies: 1
- Views: 605
[0.17.14] Belt Graphic Glitch
Hello, this might not be a game bug, but i am experiencing a weird moire effect on yellow belts when zoomed out maximally. Also a bit when zoomed in up to 2 steps. After 3 steps zoomed in it completely disappears. The other belts do not suffer that problem as far as i can see. Could be also be logis...
- Tue Mar 12, 2019 5:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"
- Replies: 16
- Views: 3558
Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"
Thanks for the hint. I updated all mods and the save can be loaded again. Yay Factory seem to be in good shape, no error or problems so far.
- Mon Mar 11, 2019 8:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"
- Replies: 16
- Views: 3558
Re: [Dominik][0.17.8][Mod] Crash loading save: "FluidBox::onDestroy"
I seem to have the same issue here :-( at least with comparing the log file . Crash to desktop on load savegame with 0.17.10 created with 0.17.05. I have all bobs mods loaded, as well as loads of different others. Bobs mod have defined lots of new underground pipes, as well as changing existing. I t...
- Tue Mar 05, 2019 11:23 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189561
Re: [0.17.x] Bob's Mods: General Discussion
Vehicle Plasma Cannon aiming is totally out of control and random. It's sometimes spraying shots off where it hits nothing, and that's an impressive feat considering how large area it hits ;) I wonder if the 0.17's new predictive aiming can be turned off for the turret? In 0.16 I played once with t...
- Mon Mar 04, 2019 7:14 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189561
Re: [0.17.x] Bob's Mods: General Discussion
Dear bobingabout,
i can only assume an error in allowing express inserters in the technology "fast inserters" for simple red packs whereas the fast insters in the technology "logistics 2" do need red and green packs?
i can only assume an error in allowing express inserters in the technology "fast inserters" for simple red packs whereas the fast insters in the technology "logistics 2" do need red and green packs?
- Mon Mar 04, 2019 5:02 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189561
Re: [0.17.x] Bob's Mods: General Discussion
Dear bobingabout, is the deconstruction/pickup/unbuild time of the basic belt intentionally that high, that i am considering restarting a new base instead of deconstructing more then 10 basic belts? The time seem to be on par with deconstructing a tree and the time needed to deconstruct/unbuild a no...
- Mon Mar 04, 2019 3:53 pm
- Forum: Tools
- Topic: Command line mod settings file editor
- Replies: 2
- Views: 1891
Re: Command line mod settings file editor
Yep, i realizied directly after, that i can attach a compiled binary to a release. Usually i wouldnt do it, but *shrug* whatever Now the damage is done and i will burn forever in the Git-Hell.