Correct, too many ingredients (7) to be crafted in the best assembler. I could use another mod to increase stack sizes or some other hack but thought I should report the issue anyways.
At current, default stack sizes, one needs 131 slots to craft Mk4 armor
Search found 34 matches
- Sun May 07, 2017 3:13 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 145019
- Sun May 07, 2017 12:38 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 145019
Re: [MOD 0.15.x] Modular Armor Revamp
is it possible I'm missing a mod dependency or did my save get screwed up somehow? Mk4 requires 1,000 Low Density Structures (plus other materials). My current Mk3 armor only has 10 rows x 10 columns of space which means the bags are full just with Low Density Structure. 31 slots are required for th...
- Mon Oct 17, 2016 4:47 am
- Forum: Mods
- Topic: [MOD 0.13.0] Satellite Radar
- Replies: 62
- Views: 37903
Re: [MOD 0.13.0] Satellite Radar
0.14.x with the compatible mod version and after 41 satellite launches, still no change to existing radars for names. Not sure if this is related to the bug previously reported where satellites weren't showing the new rank or a bug with the 0.14 implementation.
- Tue Sep 27, 2016 2:37 am
- Forum: Pending
- Topic: [0.14.9] [hanziq] Mac System Crash with Factorio context switch
- Replies: 2
- Views: 1025
[0.14.9] [hanziq] Mac System Crash with Factorio context switch
I'm still debugging/narrowing the issue but with my current map, I'm seeing a hard system crash (mac reboots) when launching from Steam and switching between Factorio and other apps relatively quickly. I'm posting first to see if anyone has similar reports. I'll upload my save + mods or the whole ga...
- Fri Aug 26, 2016 3:23 pm
- Forum: Not a bug
- Topic: 13.1 Game doesn't check supported versions of mods on update
- Replies: 13
- Views: 4066
Re: 13.1 Game doesn't check supported versions of mods on update
I believe this has been addressed/fixed in 0.14. Thanks!
- Thu Aug 04, 2016 12:13 am
- Forum: Resolved Problems and Bugs
- Topic: MacOS - Steam and Standalone launch behind foreground app
- Replies: 1
- Views: 1898
MacOS - Steam and Standalone launch behind foreground app
When launching from Steam or when reloading the app due to settings/mod changes, the app reloads behind another app. In the case of launching from Steam, it loads behind Steam. In the case of the stand-alone binary being re-launched while in front, the game will load behind whatever application was ...
- Tue Aug 02, 2016 10:42 pm
- Forum: Mods
- Topic: [MOD 0.13.0] Satellite Radar
- Replies: 62
- Views: 37903
Re: [MOD 0.13.0] Satellite Radar
Apologies for the delay in following up. Here are links for the ModList and Save ModList.json DahnSatRadarDebug.zip The save game has the player standing next to two satellites. One displays the current status (Level 1) in the name, the second (on the right), does not. The second was placed down jus...
- Tue Aug 02, 2016 12:03 am
- Forum: Mods
- Topic: [MOD 0.13.0] Satellite Radar
- Replies: 62
- Views: 37903
Re: [MOD 0.13.0] Satellite Radar
Not sure if this is due to other mods or timing of satellite launches: Some radar instances show the expected name "Satellite Radar Level 1 <supporter name>" but many others just use the old name "Radar <supporter>" Seems to be true of both hand crafted and factory built items an...
- Sun Jul 31, 2016 4:10 am
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 42332
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
A great help would be if you could link one of the strings that need to be converted, so that I can test around... As of today (30 July), this rail roundabout on Factorio Blueprints seems to require the fixups: http://factorioblueprints.com/view/X3zrs4jbQ63DxfFEc H4sIAAAAAAAA/52X4W6DIBDHX6XpZ22EYg1...
- Wed Jul 27, 2016 1:29 am
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 42332
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Any change to add either console or UI for fixing up pre-12.39 blueprints? I still come across strings that haven't yet been updated. That seems to be last of the features I'm still using from other blueprint mods. Nice work!
- Thu Jun 30, 2016 4:59 pm
- Forum: Not a bug
- Topic: 13.1 Game doesn't check supported versions of mods on update
- Replies: 13
- Views: 4066
Re: 13.1 Game doesn't check supported versions of mods on update
And if I wasn't clear in the earlier discussion, another option is to disable mods with an old supported version tag once and only once after an upgrade of the game. This might require a new flag to enable/force loading old mods but this approach might balance the competing concerns.
- Thu Jun 30, 2016 4:43 pm
- Forum: Not a bug
- Topic: 13.1 Game doesn't check supported versions of mods on update
- Replies: 13
- Views: 4066
Re: 13.1 Game doesn't check supported versions of mods on update
The mod portal is unavailable with the current behavior. The ONLY solution is to work outside the game UI and Mod Portal which seems contrary to the goal of integrating the portal in the first place. A user would have to a) remove the offending mod, relaunch, find and re-install it (hoping it's been...
- Wed Jun 29, 2016 3:10 pm
- Forum: Not a bug
- Topic: 13.1 Game doesn't check supported versions of mods on update
- Replies: 13
- Views: 4066
13.1 Game doesn't check supported versions of mods on update
After the update to 0.13.1, an older version of BigBags (1.0.9) mod was installed. The game refused to launch due to the changed names for logistic-robot-storage and logistic-robot-speed modifiers. Error displayed is in screenshot below and the game immediately quits. Obvious workaround is removing ...
- Tue Jun 28, 2016 8:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Pending] Browse mods shows invalid times
- Replies: 6
- Views: 2239
Re: [Pending] Browse mods shows invalid times
+1 for this issue
Mac OS, Pacific Time (GMT -7)
Mac OS, Pacific Time (GMT -7)