Search found 26 matches

by Madd_Mugsy
Fri Apr 13, 2018 8:01 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 755
Views: 85570

Re: pY HighTech Discussion

Thanks for sharing it! I'm missing something very bad hahahahaha. Didn't work. I have remove all other mods to see if it was a conflict or whatever, only full bob and full pydon but those two recipe still the same, one hand-craft with 25sec, and other by machine. I have started another game to see ...
by Madd_Mugsy
Thu Apr 12, 2018 1:00 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 755
Views: 85570

Re: pY HighTech Discussion

factorioguy111 wrote:
factorioguy111 wrote:I'm getting this error when trying to install

it is colloding with "more Bob's" mod.

worked after I toggled more Bob's off
There's a small code change that you can do to make it work again. I posted it earlier in the thread.
by Madd_Mugsy
Tue Apr 10, 2018 3:36 pm
Forum: Angels Mods
Topic: [MOD add-on 16.x] Beltbox Coil Cutter
Replies: 4
Views: 1629

Re: [MOD add-on 16.x] Beltbox Coil Cutter

I'm finding that with this mod enabled, I can't craft anything that requires copper cable while only having copper plates in my inventory. It will say "Not enough ingredients" and refuse to craft the copper cables as an intermediate ingredient. If I craft the cables manually first, then all is fine....
by Madd_Mugsy
Tue Apr 03, 2018 4:46 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 755
Views: 85570

Re: pY HighTech Discussion

I also have more bobs, mostly I wanted it to be the addition of bobs materials for deadlocks stacking and crating. What did you add to the code, I'd very much like to run these mods together. In stdlib\data\recipe, I just made a quick and dirty nil check to local function replace_ingredient: local ...
by Madd_Mugsy
Mon Apr 02, 2018 10:37 pm
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 160
Views: 42232

Re: [MOD 0.15] AAI Industry

Just curious -- Are you planning to update to accommodate the changes Bob made to transport belts? The recipes/techs are a little wonky with them enabled.
by Madd_Mugsy
Mon Apr 02, 2018 10:07 pm
Forum: Resource Spawner Overhaul
Topic: Phosphate rock in PYHT not spawning
Replies: 1
Views: 477

Re: Phosphate rock in PYHT not spawning

I noticed these two messages upon starting py high tech:
https://www.dropbox.com/s/8a1v3akrdgk83 ... 2.PNG?dl=0

Hah! Right after I posted orzelek pushed out a new update! :lol:

Well done, sir!
by Madd_Mugsy
Mon Apr 02, 2018 8:52 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 755
Views: 85570

Re: pY HighTech Discussion

Okay here is the error message I'm getting Failed to load mods:__pyhightech __/stdlib/data/recipe. Lua:207:bad argument #1 to 'pairs' (table expected, got nil) Mods to be disabled : [] pyhightech EDIT : I haven't tried the new version yet, I'll do that now. I'm having this error as well. I'm curren...
by Madd_Mugsy
Wed Mar 28, 2018 5:35 pm
Forum: Angels Mods
Topic: Addon mod for deadlock stacking/crating - alpha version
Replies: 17
Views: 6536

Re: Addon mod for deadlock stacking/crating - alpha version

Deadlock989 wrote:
Madd_Mugsy wrote:Deadlock's latest update broke something I think.
Dang, that's my fault. Copy-paste derp. Uploading a fix shortly.

Wow that was fast! Thanks! :D
by Madd_Mugsy
Wed Mar 28, 2018 5:26 pm
Forum: Angels Mods
Topic: Addon mod for deadlock stacking/crating - alpha version
Replies: 17
Views: 6536

Re: Addon mod for deadlock stacking/crating - alpha version

Deadlock's latest update broke something I think. Factorio wants to disable this mod now:

Code: Select all

Failed to load mods: __DeadlockStacking__/prototypes/shared.lua:314: attempt to index a global 'DCM' (a nil value)

Mods to be disabled:
- stacking-addon
by Madd_Mugsy
Thu Mar 15, 2018 7:15 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 289
Views: 53364

Re: Mylon's Many Mods

that's just silly that the mod portal doesn't notify you of comments... seems like quite an oversight on the usefulness of the portal Totally agree. And I guess that makes my bug report for Dirt Path pointless... Anyway it looks like dirt paths are forming in the factorissimo factories, overriding ...
by Madd_Mugsy
Fri Sep 02, 2016 3:57 am
Forum: Mods
Topic: [MOD 0.13] Drones - remote control your factory
Replies: 66
Views: 25144

Re: [MOD 0.13] Drones - remote control your factory

FYI -- The latest version (1.0.21) causes bob's assembly mod to crash with the following error: Failed to load mod "bobassembly 0.14.0" __boblibrary__/category-functions.lua:7 bad argument #1 to 'pairs' (table expected, got nil) Removing the Drones mod allows it to load normally, as does reverting t...
by Madd_Mugsy
Thu Jun 16, 2016 5:50 am
Forum: Ideas and Requests For Mods
Topic: No electricity, only burner energy mod?
Replies: 9
Views: 1562

Re: No electricity, only burner energy mod?

I'm currently working on a modpack with a burner lab in it... The gist is that you start with nothing, and very few available tools for crafting. You need to research electricity, which of course requires some kind of burner lab and assembler. I've been waiting for 0.13 to drop so I can update every...
by Madd_Mugsy
Sun May 15, 2016 6:08 pm
Forum: Angels Mods
Topic: Bugs & Balancing Discussion
Replies: 31
Views: 6286

Re: [MOD 0.12.x][Base][BOB][YI][UP][NUC] Angels Refining 0.1.4

I tried to swap different mods and I came to this conclusion : 1. If I move Uranium Power everything works fine (so all mods from my picture work together just fine without uranium) 2. When I try to load Factorio with your mods + uranium + bob ores and library, I get the assignID error Seems like I...
by Madd_Mugsy
Sun May 08, 2016 7:35 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3536
Views: 610364

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

I started playing Angels mods with Bob and Yuoki and i like it very much. I have reached the the leeching plant level and it really is a crazy and fun experience, i totally got what i wanted with this mod. What i like about it: - The new layers make playing it much more interesting, you are now hap...
by Madd_Mugsy
Thu May 05, 2016 11:07 pm
Forum: Mods
Topic: Bugs & CTD's! [Latest version only]
Replies: 53
Views: 30521

Re: Bugs & CTD's! [Latest version only]

Hey Shadow, I have a problem with LogisticsMining. I can't craft the Charged Battery needed for the Logistic Miners. They probably meant the Lithium-Ion Battery from Bobplates thx Edit: Looks like the Research for the Battery didn't show up for some reason. After I renamed the research in technolog...
by Madd_Mugsy
Fri Apr 29, 2016 4:23 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3536
Views: 610364

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

Cool mod! I've been looking for more interesting logistics for ore processing and this has it in spades :) I found that it causes an error in the landfill mod though. When you try to use the water-be-gone tool, it crashes the game because it can't find the "stone" entity. This line in Landfill's con...
by Madd_Mugsy
Mon Feb 22, 2016 11:12 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 83429

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Hi! Great mod so far :) I got up to Battery using bob's mods and discovered that none of the new science pack items were added to my recipes. I fixed it by adding this line to tweaks/bobsmods/2_final.lua: require("tweaks.newintermediates") I thought this was weird because it's in the 0_initial file,...
by Madd_Mugsy
Sun Jul 13, 2014 3:43 am
Forum: Mods
Topic: [0.10.2 WIP] Stone Age (or the Pre-Electric Era)
Replies: 5
Views: 7880

Re: [0.10.2 WIP] Stone Age

I don't know if mechanical power is possible though... I think there's only electric and fuel power in the game. I was thinking of low output electricity, with no connections for poles, but the windmill (for instance) would provide a blue grid on its own (if that's even possible), which could then p...
by Madd_Mugsy
Sat Jul 12, 2014 6:30 pm
Forum: Mods
Topic: [0.10.2 WIP] Stone Age (or the Pre-Electric Era)
Replies: 5
Views: 7880

Re: [0.10.2 WIP] Stone Age

Thanks! Updated to 0.0.2. Wind/wood/water power is an interesting idea... Maybe a windmill / water wheel could generate a very limited amount of electricity which could then only power nearby devices, like the offshore pump or a simple mining tool, but they would be unable to be attached to the main...
by Madd_Mugsy
Thu Jul 10, 2014 4:40 am
Forum: Mods
Topic: [0.10.2 WIP] Stone Age (or the Pre-Electric Era)
Replies: 5
Views: 7880

[0.10.2 WIP] Stone Age (or the Pre-Electric Era)

Everyone is creating all kinds of great new mods to make everything bigger and better down at the end of the tech tree, so I went a different route... What if it was harder to build up to electricity? What if the burner equipment wasn't almost automatically obsolete? This is just an early prototype/...

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