Search found 18 matches

by ALittleGreenStone
Sun Apr 03, 2016 3:52 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1386965

Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing

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 works with...
by ALittleGreenStone
Fri Apr 01, 2016 6:56 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87128

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 first I thought ...
by ALittleGreenStone
Tue Mar 29, 2016 9:00 am
Forum: Gameplay Help
Topic: [Solved] Loading a number of different items onto wagons?
Replies: 2
Views: 1097

Re: Loading a certain number of different items onto wagons?

Well, that was fast...And simple. :shock:

Thank you very much, it's exactly what I was missing!
by ALittleGreenStone
Tue Mar 29, 2016 8:45 am
Forum: Gameplay Help
Topic: [Solved] Loading a number of different items onto wagons?
Replies: 2
Views: 1097

[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 like...
by ALittleGreenStone
Fri Mar 25, 2016 4:00 am
Forum: Modding help
Topic: Allow placing floors closer to water
Replies: 3
Views: 1678

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.
by ALittleGreenStone
Wed Mar 23, 2016 11:53 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 79992

Re: [MOD 0.12.x] Flare Stack v1.0.4

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 !
Yes, yes I did. I'm unsure how I managed to miss it. :oops: My apologies and thanks.
by ALittleGreenStone
Wed Mar 23, 2016 8:18 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87128

Re: [MOD 12.11+] Train Outposts

SirRichie wrote: Thank you, I guess :)
No, thank you!
by ALittleGreenStone
Wed Mar 23, 2016 8:15 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 79992

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 nee...
by ALittleGreenStone
Wed Mar 23, 2016 7:25 pm
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131916

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. ...
by ALittleGreenStone
Wed Mar 23, 2016 4:16 am
Forum: Mods
Topic: [MOD 0.12.x] STRS - Radar Systems
Replies: 24
Views: 33621

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 looks awfu...
by ALittleGreenStone
Wed Mar 23, 2016 3:38 am
Forum: Mods
Topic: [MOD 0.13.x] Tree Sapling Mod v0.1.4
Replies: 19
Views: 14056

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?
by ALittleGreenStone
Tue Mar 22, 2016 12:37 am
Forum: Mods
Topic: [MOD 0.12.x] STRS - Radar Systems
Replies: 24
Views: 33621

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 t...
by ALittleGreenStone
Mon Mar 21, 2016 5:55 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87128

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. :D
by ALittleGreenStone
Sat Mar 19, 2016 1:52 am
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 60992

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? ......
by ALittleGreenStone
Fri Mar 18, 2016 10:32 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 60992

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? ......
by ALittleGreenStone
Fri Mar 18, 2016 9:56 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 60992

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 ni...
by ALittleGreenStone
Fri Mar 18, 2016 9:42 pm
Forum: Mods
Topic: [MOD 0.12.26] Laser Beam Turret
Replies: 99
Views: 56835

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 relevan...
by ALittleGreenStone
Fri Mar 18, 2016 8:56 pm
Forum: Mods
Topic: [MOD 0.12.26] Laser Beam Turret
Replies: 99
Views: 56835

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?

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