Search found 1862 matches
- Sun Dec 21, 2014 2:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.7 x64] Crash in map editor with mods
- Replies: 1
- Views: 1106
[0.11.7 x64] Crash in map editor with mods
Сигнатура проблемы: Имя события проблемы: APPCRASH Имя приложения: Factorio.exe Версия приложения: 0.0.0.0 Отметка времени приложения: 54942f00 Имя модуля с ошибкой: Factorio.exe Версия модуля с ошибкой: 0.0.0.0 Отметка времени модуля с ошибкой: 54942f00 Код исключения: c0000094 Смещение исключения:...
- Sat Dec 20, 2014 3:30 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 116853
Re: [0.11.x][v0.1.2]Electronics Overide
How is going the progress of development compatibility with dytech and purple processing unit? sorry if you are bored with this question, simply dytech and bob mods are popular mods, and i want know how works go
- Sat Dec 20, 2014 2:13 pm
- Forum: Mods
- Topic: [MOD 0.11.6] Hardcorio 0.3.5 NOW WITH STORY!!!
- Replies: 111
- Views: 68686
Re: [MOD 0.11.6] Hardcorio 0.3.5 NOW WITH STORY!!!
Error after 10 seconds after launching
E:/Games\Factorio 0.11.1\data\hardcorio_0.3.5|data.lua:49:...a\hardcorio_0.3.5|prototypes\entity|enemy-base.lua:164: attempt to call global worm_folded_animation' (a nil value)
That mod was in tno modpack
How to solve this error?
E:/Games\Factorio 0.11.1\data\hardcorio_0.3.5|data.lua:49:...a\hardcorio_0.3.5|prototypes\entity|enemy-base.lua:164: attempt to call global worm_folded_animation' (a nil value)
That mod was in tno modpack
How to solve this error?
- Thu Dec 04, 2014 8:25 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 305808
Re: [0.11.x][v0.7.3] Bob's Metals, Chemicals and Intermediat
1) Where to use ceramics? 2) Where to use lithium ion battery? 3) Where to use tungsten and bronze gears? 4) Is it possible to find a wider application of bearings? 5) Where it is possible to put a huge amount of sodium hydroxide? I cannot effective produce chlorine 6) Can add replacing recipe for h...
- Sun Nov 30, 2014 8:36 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 334325
Re: [0.11.x][v0.1.0] Bob's Logistics mod
Bobingabout, will it conflict with Dytech transportation, Dytech inserters and Dytech logistics? Or it will replace it?
- Sat Nov 29, 2014 8:51 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 305808
Re: [0.11.x][v0.7.1] Bob's Metals, Chemicals and Intermediat
Bobingabout, what you think about compatibility with Cartmen Overahul mod? Maybe someone already wrote on this subject, I have not read the previous messages and do not know what you think, so sorry if you answered before
- Fri Nov 28, 2014 7:16 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 83954
Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]
In game error - when i want to create map i see that
path to game -------- and \data\CartmenCompleteOverhaul | control.lua:3: first argument must be number or table
How to solve?
path to game -------- and \data\CartmenCompleteOverhaul | control.lua:3: first argument must be number or table
How to solve?
- Fri Nov 28, 2014 3:04 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 83954
Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]
Filename of mod E:/Factorio 0.11.1\data\CartmenCompleteOverHaul-master doesn't match the expected CartmenCompleteOverhaul_0.0.24 (case sensetive!)
How to solve this error?
How to solve this error?
- Mon Nov 17, 2014 8:21 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 116853
Re: [0.11.x][v0.1.2]Electronics Overide
Bobingabout, the replacemnt to purple curcuits will be black-golden processing units? sorry when i told about science pack 8 i forgot to tell about dytech using in my mod pack
- Thu Nov 13, 2014 2:46 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 83954
Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.21]
Cartmen will it be compatible with bob mods and dytech in future? Not all all compatible but may be ores and their processing?
- Mon Nov 10, 2014 11:54 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 611241
Re: Yuoki Industries 0.2.14 (11.1)
YoukiTani will you add technology tree in future? Its looks some strange that all objects in game are available from start
And another question - maybe you could think about cleaning other types of ores - such as bauxite, galena, rutile, tungsten, gold, silver, quartz, zinc
And another question - maybe you could think about cleaning other types of ores - such as bauxite, galena, rutile, tungsten, gold, silver, quartz, zinc
- Mon Nov 10, 2014 11:54 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 392489
Re: [0.11.x][v0.6.2] Bob's Ore Mod.
Bobingabout, can you simple left enabled sulfur and cobaltide in map editor in future versions?
- Sun Nov 09, 2014 9:33 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 392489
Re: [0.11.x][v0.6.2] Bob's Ore Mod.
Open file "config.lua" in any text editor. If you are using windows, Notepad or Wordpad will do. Change settings EnableNickelOre, EnableCobaltOre, EnableSulfur from false to true. With these settings nickel ore can replace galena ore, or spawn separately of galena ore, I understand right?...
- Sat Nov 08, 2014 8:20 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 392489
Re: [0.11.x][v0.6.2] Bob's Ore Mod.
Bobingabout why i cannot not add cobaltide and sulfur ores in map editor?
- Sat Nov 08, 2014 7:41 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 116853
Re: [0.11.x][v0.1.0]Electronics Overide
Bobingabout i have big question for you - why for electonics need too many wood??? One key phrase - need wood!!! Many wood! Now for the game necessarily need mod treefarm, i think it's not funny, really So where now red, blue circuits? and purple circuit that was added with dytech Can you rework thi...
- Fri Oct 31, 2014 9:06 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 305808
Re: [0.11.x][v0.7.1] Bob's Metals, Chemicals and Intermediat
Bobingabout can unify hyfrogen resource because hydrogen also had in Youki Industries mod, but it's not the same thing we cannot use hydrogen from bob mod to Youki industries mod
May be u can make converison recipe from your mod to youki industries mod and back to bob mod ???
May be u can make converison recipe from your mod to youki industries mod and back to bob mod ???
- Fri Oct 31, 2014 8:55 pm
- Forum: Mods
- Topic: [MOD 0.10.5+] Moar Inserters! v1.2
- Replies: 25
- Views: 20811
Re: [MOD 0.10.5+] Moar Inserters! v1.2
Author will you update mod to 0.11.x version? for compatibilty
- Fri Oct 24, 2014 7:16 am
- Forum: Mods
- Topic: [dead] Wagons: More train stuff
- Replies: 140
- Views: 96446
Re: [beta] Wagons: More train stuff
JamesOFarrell, the 0.13 is very very slowing the loading of game, it can takes 20 minutes instead of 2 minutes, in version 0.12 i didn't see that problem, please fix the loading of mod if u can Loading a save or starting factorio? can you upload the save so I can check it out? I mean the starting o...
- Thu Oct 23, 2014 4:30 pm
- Forum: Mods
- Topic: [dead] Wagons: More train stuff
- Replies: 140
- Views: 96446
Re: [beta] Wagons: More train stuff
JamesOFarrell, the 0.13 is very very slowing the loading of game, it can takes 20 minutes instead of 2 minutes, in version 0.12 i didn't see that problem, please fix the loading of mod if u can
- Sat Oct 04, 2014 9:13 am
- Forum: Mods
- Topic: [MOD WIP 10.X] Extended Inserters v1b
- Replies: 7
- Views: 18474
Re: [MOD WIP 10.X] Extended Inserters v1b
Author will u develop, this mod? the idea of these inserters are interesting