Search found 34 matches

by Dahn94
Sun May 07, 2017 3:13 am
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 145019

Re: [MOD 0.15.x] Modular Armor Revamp

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
by Dahn94
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...
by Dahn94
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.
by Dahn94
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...
by Dahn94
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!
by Dahn94
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 ...
by Dahn94
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...
by Dahn94
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...
by Dahn94
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...
by Dahn94
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!
by Dahn94
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.
by Dahn94
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...
by Dahn94
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 ...
by Dahn94
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

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