Search found 21 matches
- Tue Apr 24, 2018 3:40 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 245304
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
Randonx wrote: This may have been answered before, but I couldn't find it in any of the 12 pages previous. For some reason my Compact Loaders seem to have lots of trouble pulling materials out of an object, whereas they have no trouble whatsoever inputting into a chest or assembler. I can get it to...
- Mon Apr 23, 2018 3:31 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 245304
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
This may have been answered before, but I couldn't find it in any of the 12 pages previous. For some reason my Compact Loaders seem to have lots of trouble pulling materials out of an object, whereas they have no trouble whatsoever inputting into a chest or assembler. I can get it to work every once...
- Wed Feb 21, 2018 3:42 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 362777
Re: [0.16.x] Bob's Mods: General Discussion
Had to rebind 'Open Inserter configuration GUI' which I previously had on the 'grave' key. Now when I rebind it to 'grave' it says Key190. Happened after your most recent patches. Not sure if anything else is affected yet.
- Sat Jan 13, 2018 3:14 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 362777
Re: [0.16.x] Bob's Mods: General Discussion
Look at what it needs... the end result (burner mining drill) is on the list of required ingredients to make a burner mining drill. (Also that's not a blue circuit, blue is processing unit, which is tier 3, that's a tier 0? 1? brown circuit. Also those aren't my graphics for electronics.) This tell...
- Thu Jan 11, 2018 5:01 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 362777
Re: [0.16.x] Bob's Mods: General Discussion
Bob, I'm having this weird issue since a recent update of one of your mods. I'm not sure which one. But now every item that requires a stone furnace thinks that 3 Blue circuits are required to make it. It won't let items queue prerequisite items if there if a Furnace involved. But the furnace doesn'...
- Thu May 11, 2017 4:41 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404243
Re: Bugs & FAQ
Does anybody know how to get Fluid Handling back if you're using Angel's mods and Bob's mods together? Bob's adds higher tier storage tanks and pumps, but they are inaccessible since Angel has removed Fluid Handling 1 research. I know lots of people use both sets together, so I'm wondering if anybod...
- Thu May 11, 2017 4:31 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
- Replies: 103
- Views: 95427
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Angel did some funky stuff with his mod and disabled the tech Fluid Handling. Which is how your valves are unlocked, so no dice there. I'll just have to wait for him to update his mod after 15.10. Thanks again for all of your assistance on this matter.
- Thu May 11, 2017 4:22 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
- Replies: 103
- Views: 95427
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Too much to count. I'll go ahead and add your mod, and see how it works with both enabled. Angel's mods have so many luas, and I'm not sure where to add that line you posted. I'll post here if you can have them enabled simultaneously without problems.
- Thu May 11, 2017 4:13 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404243
Re: Bugs & FAQ
The creator of Flow Control (GotLag) told me to add the following line to any storage type entity:
Not sure exactly where all it needs to go in Angel's mod, but kudos to him for letting me know the change.
Code: Select all
two_direction_only = false
- Thu May 11, 2017 4:03 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
- Replies: 103
- Views: 95427
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Sorry for asking such a stupid question, I found the line you added with a neat plugin in Notepad++, thank you for taking the time to help me try to fix a problem with somebody else's mod. That's very selfless of you. By the way, is there a way to use your mod in conjunction with Angel's mods and di...
- Thu May 11, 2017 3:53 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
- Replies: 103
- Views: 95427
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Is it an easy fix? I need to temporarily fix my valves for Angel's Mod, it's suffering from the same problem, and more than half of my factory has stopped production due to this bug. Mind detailing your change?
- Thu May 11, 2017 3:48 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404243
Re: Bugs & FAQ
Yes, any valves from your mod now will only face Left or Down. It's got half of my factory down at the moment. Can't trade the issue in the luas.
- Sat May 06, 2017 9:29 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404243
Re: Bugs & FAQ
I seem to be running into an issue. Ever since the Petrochem mod has been updated, my Storage Tank (mk1) has disappeared. I'm in a new game, and I have no research for Fluid Handling, the ability to build Storage Tanks, nor any research that has Storage Tank (Mk1). I do have Fluid Handling 2 as a re...
- Wed May 03, 2017 2:36 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 391599
Re: [0.15.x] Bob's Mods: General Discussion
So I had some pretty freaky stuff start happening after adding Bob's Power to my mod lineup, and updating Bob's Greenhouse. Let me know if anybody has seen anything like this. It's happened on multiple attempts, tested on a variety of items. Next step is to disable mods one by one to see if it goes ...
- Tue May 02, 2017 12:18 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 391599
Re: [0.15.x] Bob's Mods: General Discussion
Nevermind, my Bob's Logistics didn't update after he fixed the Alien Science Pack bug, it's working now.
- Mon May 01, 2017 11:59 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 391599
Re: [0.15.x] Bob's Mods: General Discussion
Anybody else still having errors with Bob's Logistics?
- Thu Apr 27, 2017 2:15 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 391599
Re: [0.15.x] Bob's Mods: General Discussion
Hello Bob. I'm testing the mods you've updated to 15.x so far, and they all seem to be working except for the Inserters mod. I can't seem to locate the GUI button for the Inserter adjustments, although if I bind a key and have an inserter selected when I hit it the GUI will pop up Any idea what coul...
- Sat May 07, 2016 1:45 am
- Forum: MoMods
- Topic: (0.13.4) MoPower 0.5.2
- Replies: 15
- Views: 32577
Re: (0.12.20) MoPower 0.4.26
Are Nuclear reactors the only way to successfully run these Octo Steam Engines? I can't ever seem to get much water into them. Any ideas for that?
- Thu Apr 21, 2016 4:52 am
- Forum: Mod Packs / Libs / Special Interest
- Topic: [MOD 0.12.3] Alva MOD PACK +update2(+patch to v0.12.3)
- Replies: 2
- Views: 8962
Re: [MOD 0.12.3] Alva MOD PACK +update2(+patch to v0.12.3)
Can't get your modpack to work. I've reinstalled Factorio, Patched to 12.3, installed your modpack, installed update 2 of your modpack. When the game tries to start, I get an error when it gets to the mod loading, and it closes to desktop. I've had a couple different errors, saying that a certain it...
- Fri Apr 15, 2016 12:32 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 339685
Re: [0.12.x][v0.12.7] Bob's Logistics mod
Thank you for the responses, everybody.
I'll have to give your ideas a shot. I guess sticking a provider chest next to each roboport and then having all of the MK1s delivered to a requester chest will work. ;D Or do it manually, of course. (Ugh)
I'll have to give your ideas a shot. I guess sticking a provider chest next to each roboport and then having all of the MK1s delivered to a requester chest will work. ;D Or do it manually, of course. (Ugh)