Search found 37 matches

by GrimerX
Sun Jun 30, 2019 7:26 pm
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 148
Views: 31566

Re: [MOD 0.15] AAI Industry

aelishir wrote:
Sun Jun 30, 2019 5:29 pm
GrimerX wrote:
Sun Jun 30, 2019 3:20 am
FYI - some compatibility issues between AAI Industry and Bob's new steam era stuff : viewtopic.php?f=51&t=64435&p=439508#p439508
so, no solution for moment, it's thats?
Correct. But give them time :)
by GrimerX
Sun Jun 30, 2019 3:20 am
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 148
Views: 31566

Re: [MOD 0.15] AAI Industry

FYI - some compatibility issues between AAI Industry and Bob's new steam era stuff : viewtopic.php?f=51&t=64435&p=439508#p439508
by GrimerX
Sun Jun 30, 2019 3:18 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 528
Views: 51276

Re: [0.17.x] Bob's Mods: General Discussion

FYI some of your technologies conflict with AAI Industries These are the main ones: steam-power and electricity I'm merging these with a modpack but with the name conflicts it's not something I can easily address. The problem is... do I do what I did with Bobplates metal technology, where it checks...
by GrimerX
Sun Jun 30, 2019 12:45 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 528
Views: 51276

Re: [0.17.x] Bob's Mods: General Discussion

FYI some of your technologies conflict with AAI Industries These are the main ones: steam-power and electricity I'm merging these with a modpack but with the name conflicts it's not something I can easily address. The problem is... do I do what I did with Bobplates metal technology, where it checks...
by GrimerX
Sat Jun 29, 2019 7:21 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 528
Views: 51276

Re: [0.17.x] Bob's Mods: General Discussion

FYI some of your technologies conflict with AAI Industries

These are the main ones:
steam-power and electricity

I'm merging these with a modpack but with the name conflicts it's not something I can easily address.
by GrimerX
Sat Jun 29, 2019 7:17 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3073
Views: 511253

Re: Development and Discussion

evandy wrote:
Sat Jun 29, 2019 12:44 pm
Since no one else has said it yet... congratulations Angel!
+1 Congratulations!
by GrimerX
Tue Jun 18, 2019 4:36 am
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 148
Views: 31566

Re: [MOD 0.15] AAI Industry

I believe AAI Industry 0.3.19 broke pipe and pipe-to-ground. After updating to .19, I lost both iron pipe recipes. After reverting to .17, both came back. Same behavior with .20. Though looking through diffs, I cannot see what would cause this. It happens if both APM Coal & Steam and AAI Industry >...
by GrimerX
Mon Jun 17, 2019 6:32 am
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x] SCTM
Replies: 122
Views: 12576

Re: [MOD 0.16.x, 0.17.x] SCTM

Thanks, i will look at it, when i have time. As for tech cost multipliers, i’ve never used anything except normal, so it might be like that since i took over mod, so only original author knows, and he is not playing factorio for years Thanks and no worries at all. I figured it best to add another c...
by GrimerX
Sun Jun 16, 2019 6:07 am
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x] SCTM
Replies: 122
Views: 12576

Re: [MOD 0.16.x, 0.17.x] SCTM

I create a PR (https://github.com/mexmer/ScienceCostTweakerM/pull/32) that does the following: - Adds a 2nd normal configuration called 'NormalNoCheapStart'. It is the same as normal, except red science is not half-cost - Adds an API so that other mods can register technologies for SCT to ignore. I ...
by GrimerX
Wed Jun 12, 2019 2:56 am
Forum: Modding interface requests
Topic: Enable scenarios to define mod-specific map settings and still use worldgen
Replies: 0
Views: 81

Enable scenarios to define mod-specific map settings and still use worldgen

Following up on this thread: https://forums.factorio.com/viewtopic.php?f=25&t=71890 I'm building a Scenario and modpack and as part of that I find to balance things as I want them I need folks to configure a number of mod-specific map settings. Currently, the only way I see to do this is by either i...
by GrimerX
Tue Jun 11, 2019 4:21 am
Forum: Modding help
Topic: Way to configure mod map settings in a scenario?
Replies: 0
Views: 65

Way to configure mod map settings in a scenario?

I'm trying to encode some mod settings in a scenario (for example, RSO map generation settings), but found I can't change them via control.lua. Only settings from my own mod. Is there any other way to preconfigure map settings? The goal is to not require folks to input values to get a balanced scena...
by GrimerX
Sun Jun 09, 2019 12:38 am
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 148
Views: 31566

Re: [MOD 0.15] AAI Industry

I believe AAI Industry 0.3.19 broke pipe and pipe-to-ground. After updating to .19, I lost both iron pipe recipes. After reverting to .17, both came back. Same behavior with .20. Though looking through diffs, I cannot see what would cause this. It happens if both APM Coal & Steam and AAI Industry >...
by GrimerX
Fri Jun 07, 2019 3:56 pm
Forum: Duplicates
Topic: will not load after 29%
Replies: 2
Views: 61

Re: will not load after 29%

+1, came here to report this. From logs: 110.818 Loading sounds... 110.934 Info PlayerData.cpp:69: Local player-data.json unavailable 110.934 Info PlayerData.cpp:72: Cloud player-data.json available, timestamp 1559883948 111.308 Error Util.cpp:83: Specifying multiple group flags is invalid: "icon", ...
by GrimerX
Fri Jun 07, 2019 5:23 am
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 148
Views: 31566

Re: [MOD 0.15] AAI Industry

I believe AAI Industry 0.3.19 broke pipe and pipe-to-ground.

After updating to .19, I lost both iron pipe recipes.
After reverting to .17, both came back.
by GrimerX
Sun Jun 02, 2019 1:53 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2557
Views: 314021

Re: Bugs & FAQ

Do we know when angel's infinite ores is going to be compatible with bob's ore's again? Depending on which issue you are talking about, it may already be fixed: ---- Version: 0.8.5 Date: 31.05.2019 Changes: - adjustments to resource generator in cooperation with bobbbingabout ---- Huh, I have 0.8.6...
by GrimerX
Sat Jun 01, 2019 4:00 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2557
Views: 314021

Re: Bugs & FAQ

ohmusama wrote:
Sat Jun 01, 2019 5:21 am
Do we know when angel's infinite ores is going to be compatible with bob's ore's again?
Depending on which issue you are talking about, it may already be fixed:

----
Version: 0.8.5
Date: 31.05.2019
Changes:
- adjustments to resource generator in cooperation with bobbbingabout
----
by GrimerX
Sat Jun 01, 2019 1:42 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2557
Views: 314021

Re: Bugs & FAQ

how do i fix this too? :( Bug.jpg Workaround attached (I just ported AmatorPhasma's fix to .11, credit to him for debugging and fixing). Expand the .zip into your mods folder, remove it when Angel does an official fix. Edit: New plan. Unzip existing mod, replace the attached file in the mod, enjoy ...
by GrimerX
Thu May 23, 2019 11:13 pm
Forum: Angels Mods
Topic: Hydrogen Sulfide Gas -> Hydrogen Sulfide
Replies: 3
Views: 433

Hydrogen Sulfide Gas -> Hydrogen Sulfide

Coming back after not playing a bit. Looking at the Duterium recipies, I need to start with Hydrogen Sulfide + Water. I can see where I make Hydrogen Sulfide Gas, but don't see a way to get from the gas to Hydrogen Sulfide (or any way to get to Hydrogen Sulfide actually). Am I missing something?
by GrimerX
Thu May 23, 2019 4:15 am
Forum: Angels Mods
Topic: Dramatic change in infinite ore outputs.
Replies: 9
Views: 917

Re: Dramatic change in infinite ore outputs.

MageKing17 wrote:
Mon May 20, 2019 3:26 pm
It was fixed a while ago.
Thanks. I tested it and I don't see the extremely low values, but I'll wait for orzelek/Angel to confirm since it looks like he found a discrepancy. No rush.
by GrimerX
Tue May 21, 2019 4:17 am
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x] SCTM
Replies: 122
Views: 12576

Re: [MOD 0.16.x, 0.17.x] SCTM

I made a change to the mod to make a few minor updates: - Corrected settings text to match actual settings - Added a 2nd "Normal" config that doesn't have 1/2 cost T1 research - Added optional dependency to MoreSciencePacks so load order is correct and tweaks are applied to those researches I've att...

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