I have an error when I try to run Factorio with this mod.
__angelsores__/data.lua:63: attempt to index field 'ores' (a nil value)
only mod that affect ores I have is RSO.
...
here is a version that should work even if you are not using bobmods.
Thank you! I've run into the same issue, it ...
Search found 18 matches
- Sun Apr 03, 2016 3:52 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1774132
- Fri Apr 01, 2016 6:56 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 97959
Re: [MOD 12.11+] Train Outposts
I was also surprised by the large empty area the algorithm generated in the area above and to the left of my starting location:
http://i.imgur.com/w2ZxIhW.png
I wonder why that would be?
For some reason, I'm having a similar, if not the same issue:
http://i.imgur.com/4YrZ32C.png
At ...
- Tue Mar 29, 2016 9:00 am
- Forum: Gameplay Help
- Topic: [Solved] Loading a number of different items onto wagons?
- Replies: 2
- Views: 1359
Re: Loading a certain number of different items onto wagons?
Well, that was fast...And simple.
Thank you very much, it's exactly what I was missing!

Thank you very much, it's exactly what I was missing!
- Tue Mar 29, 2016 8:45 am
- Forum: Gameplay Help
- Topic: [Solved] Loading a number of different items onto wagons?
- Replies: 2
- Views: 1359
[Solved] Loading a number of different items onto wagons?
My outposts come under attack frequently. Segments of walls and turrets are damaged/destroyed, which construction bots repair and replace, or die trying.
That is, the two kinds of turrets, ammo, walls, gates, construction bots and repair kits, these are the 7 items (of different quantities) I'd ...
That is, the two kinds of turrets, ammo, walls, gates, construction bots and repair kits, these are the 7 items (of different quantities) I'd ...
- Fri Mar 25, 2016 4:00 am
- Forum: Modding help
- Topic: Allow placing floors closer to water
- Replies: 3
- Views: 2013
Allow placing floors closer to water
There seems to be a "2 tiles rule" in the game preventing the placing of concrete or stone floors that close to bodies of water.
Going through the .lua files I failed to find where it's specified.
Could anyone tell me how to change it?
Thank you.
Going through the .lua files I failed to find where it's specified.
Could anyone tell me how to change it?
Thank you.
- Wed Mar 23, 2016 11:53 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 90415
Re: [MOD 0.12.x] Flare Stack v1.0.4
Yes, yes I did. I'm unsure how I managed to miss it.StanFear wrote:
did you even read the main post ? if so, you would have seen the link to a mod that adds it ....
plus, you can always make one by having a pump linked to a tank using green or red wires !

- Wed Mar 23, 2016 8:18 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 97959
Re: [MOD 12.11+] Train Outposts
No, thank you!SirRichie wrote: Thank you, I guess
- Wed Mar 23, 2016 8:15 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 90415
Re: [MOD 0.12.x] Flare Stack v1.0.4
It's great to have when you have an excess amount of something and have no need to store more/refine it to something else.
One thing I'd like to see, though, is an overflow valve, or something like that. To be able to burn the excess oil is one thing, but as it stands, I have to rotate it when I ...
One thing I'd like to see, though, is an overflow valve, or something like that. To be able to burn the excess oil is one thing, but as it stands, I have to rotate it when I ...
Re: [MOD 0.12.26] KS Power
Love this mod, especially wind turbines and the diesel generators.
I'm running the latter with light oil primarily, as I have much more of those than that of petroleum. I love that I can do that.
I have a few suggestions, if I may;
1) Wind turbines doesn't rotate if there's no need for electricity ...
I'm running the latter with light oil primarily, as I have much more of those than that of petroleum. I love that I can do that.
I have a few suggestions, if I may;
1) Wind turbines doesn't rotate if there's no need for electricity ...
- Wed Mar 23, 2016 4:16 am
- Forum: Mods
- Topic: [MOD 0.12.x] STRS - Radar Systems
- Replies: 24
- Views: 35826
Re: [MOD 0.12.x] STRS - Radar Systems
So if you reduce the energy_per_sector value to 1MJ instead of 18MJ scaning speed doesn't increase?
I tried on mine and it started scanning really quickly.
Could it be that you've changed a Comment line instead of the lines below it what have the actual behaviour in it?
Because that line ...
- Wed Mar 23, 2016 3:38 am
- Forum: Mods
- Topic: [MOD 0.13.x] Tree Sapling Mod v0.1.4
- Replies: 19
- Views: 15849
Re: [MOD 0.12.x] Tree Sapling Mod v0.1.2
I'm intrigued, but I do not understand. Do these sapling things become vanilla trees eventually?
- Tue Mar 22, 2016 12:37 am
- Forum: Mods
- Topic: [MOD 0.12.x] STRS - Radar Systems
- Replies: 24
- Views: 35826
Re: [MOD 0.12.x] STRS - Radar Systems
I'd like some help;
I'm playing with mods that increase the range between resource patches greatly, but this also makes it rather hard to find them.
I'd like to greatly enhanced radar (the reason I've downloaded this mod), but even the LR radar of this mod was almost useless (no offense!), so I've ...
I'm playing with mods that increase the range between resource patches greatly, but this also makes it rather hard to find them.
I'd like to greatly enhanced radar (the reason I've downloaded this mod), but even the LR radar of this mod was almost useless (no offense!), so I've ...
- Mon Mar 21, 2016 5:55 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 97959
Re: [MOD 12.11+] Train Outposts
Forum be like;
"Oh, you're looking for a mod that allows you to plant trees? How about this cool mod instead"?
Screw the 5 hours I spent building my current factory, I'm abandoning it, install this mod, and start a new one, because this is the tits.
"Oh, you're looking for a mod that allows you to plant trees? How about this cool mod instead"?
Screw the 5 hours I spent building my current factory, I'm abandoning it, install this mod, and start a new one, because this is the tits.

- Sat Mar 19, 2016 1:52 am
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 68231
Re: [MOD 0.12.x] K&L Inserters
You are using an old version of Factorio, please update :)
I am using 0.12.3;
Tested-With-Factorio-Version: 0.12.26
would indicate that I should have a newer version of the game than what it was tested with.
Or does this statement refer to an older version of the mod, and simply wasn't updated ...
I am using 0.12.3;
Tested-With-Factorio-Version: 0.12.26
would indicate that I should have a newer version of the game than what it was tested with.
Or does this statement refer to an older version of the mod, and simply wasn't updated ...
- Fri Mar 18, 2016 10:32 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 68231
Re: [MOD 0.12.x] K&L Inserters
You are using an old version of Factorio, please update :)
I am using 0.12.3;
Tested-With-Factorio-Version: 0.12.26
would indicate that I should have a newer version of the game than what it was tested with.
Or does this statement refer to an older version of the mod, and simply wasn't updated ...
I am using 0.12.3;
Tested-With-Factorio-Version: 0.12.26
would indicate that I should have a newer version of the game than what it was tested with.
Or does this statement refer to an older version of the mod, and simply wasn't updated ...
- Fri Mar 18, 2016 9:56 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 68231
Re: [MOD 0.12.x] K&L Inserters
" _ _ K&L-Inserters _ _/control.lua:61: attempt to index global 'script' (a nil value) "
It is the error message I get trying to load a game, or starting a new one.
I have the same issue with KS power [where it says _ _ KS_Power _ _/control.lua:9: attempt to index global 'script' (a nil value ...
It is the error message I get trying to load a game, or starting a new one.
I have the same issue with KS power [where it says _ _ KS_Power _ _/control.lua:9: attempt to index global 'script' (a nil value ...
- Fri Mar 18, 2016 9:42 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Laser Beam Turret
- Replies: 99
- Views: 63666
Re: [MOD 0.12.26] Laser Beam Turret
What version of the game are you running?
Should be 0.12.3 still, as I've disabled the auto update out of fear of losing compatibility with the mods I use (which are mostly small mods that do not touch the vanilla game, nor the laser turrets for that matter).
Solved it (sorry!), I found the ...
- Fri Mar 18, 2016 8:56 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Laser Beam Turret
- Replies: 99
- Views: 63666
Re: [MOD 0.12.26] Laser Beam Turret
Error while loading entry prototype "laser-beam-red" (beam):
Error in head: additive-soft is unknown sprite blend mode
Modifications: Laser_Beam_Turret_Simple"
Such is the error message I receive upon running the game.
Could anyone tell me why?
Error in head: additive-soft is unknown sprite blend mode
Modifications: Laser_Beam_Turret_Simple"
Such is the error message I receive upon running the game.
Could anyone tell me why?