Search found 12 matches
- Sat Mar 30, 2019 3:48 am
- Forum: Releases
- Topic: Version 0.17.23
- Replies: 67
- Views: 41679
Re: Version 0.17.23
Hugs and condolences to all mod authors over the next week. <3
- Mon Mar 25, 2019 7:36 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1411098
Re: Bugs & FAQ
If you use the latest Angels Petro Chem without Angels Infinite you get a similar error: Failed to load mods: __angelspetrochem__/data.lua:19: ...petrochem__/prototypes/generation/angels-natural-gas.lua:1: attempt to call field 'add_resource' (a nil value) Mods to be disabled: * angelspetrochem In t...
- Fri Mar 22, 2019 8:38 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] Performance Issues [0.17.2]
- Replies: 10
- Views: 4731
Re: [posila] Performance Issues [0.17.2]
I had a similar problem to this a long time ago and it turned out to be faulty hardware (in my case, my SSD device driver was not playing nicely). Is there anything in Event Viewer that could suggest something strange going on in hardware land?
- Fri Mar 22, 2019 8:32 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.15][Mod] Crash after assembly machine auto-connects a pipe incorrectly
- Replies: 3
- Views: 1405
Re: [Dominik][0.17.15][Mod] Crash after assembly machine auto-connects a pipe incorrectly
Yep, it doesn't crash now in 0.17.17! Now it says "cannot mix fluids" when trying to paste the recipe, which is perfect. Thank you
- Thu Mar 21, 2019 5:53 am
- Forum: Ideas and Suggestions
- Topic: Keyboard shortcuts to turn on/off music/sound
- Replies: 4
- Views: 1860
Keyboard shortcuts to turn on/off music/sound
I have a very simple feature request: the ability to turn music and/or sounds on/off using keyboard shortcuts. Most games have these, normally as Ctrl-M and Ctrl-S (for Music and Sound respectively). Sometimes I want the game music, other times I don't. Having to pop into the Sounds dialog every tim...
- Tue Mar 19, 2019 5:54 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.15][Mod] Crash after assembly machine auto-connects a pipe incorrectly
- Replies: 3
- Views: 1405
[Dominik][0.17.15][Mod] Crash after assembly machine auto-connects a pipe incorrectly
0.001 2019-03-19 18:45:54; Factorio 0.17.15 (build 43864, win64, steam) Randomly came across a crash while playing a Angels/Bobs/SpaceX playthrough. Had a pipe set up like so... (it's containing "sulfuric waste water" btw but I don't believe it's important) https://i.imgur.com/xxTQsA3.png ...
- Mon Mar 11, 2019 8:53 am
- Forum: Bob's mods
- Topic: A way to return to normal long inserters?
- Replies: 9
- Views: 5737
A way to return to normal long inserters?
I'm playing through my first serious Bobs+Angels session, and I've arrived at long inserters. I don't have the Adjustable Inserters mod installed. When I research "Long Inserters 1", I only have one way to build a long inserter -- select a "normal" inserter, select the top blue i...
- Sat Dec 30, 2017 12:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.9] Save hangs system
- Replies: 15
- Views: 13889
Re: [16.9] Save hangs system
At the same time, second, probably related bug: there are passive-provider-chests blinking that they are not in reach of roboport logistic covarage even thought they are. Deconstructing them and placing them resolves the issue as well as marking them for deconstruction and canceling that marking. T...
- Sat Dec 30, 2017 9:46 am
- Forum: Resolved Problems and Bugs
- Topic: [16.9] Save hangs system
- Replies: 15
- Views: 13889
Re: [16.9] Save hangs system
At the same time, second, probably related bug: there are passive-provider-chests blinking that they are not in reach of roboport logistic covarage even thought they are. Deconstructing them and placing them resolves the issue as well as marking them for deconstruction and canceling that marking. T...
- Sat Dec 30, 2017 7:18 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.9] Freeze when robots deconstruct their roboport
- Replies: 2
- Views: 1255
[0.16.9] Freeze when robots deconstruct their roboport
I used the deconstruction planner to deconstruct a roboport, but as soon as the robots (which were inside the roboport) got out and tried to deconstruct the roboport, the game froze. (It didn't crash, and didn't generate a dialog box, but would not accept any input.) I had to end the program manuall...
- Tue May 09, 2017 7:40 am
- Forum: Balancing
- Topic: decrease Nuclear Reactor stack size
- Replies: 9
- Views: 3948
Re: decrease Nuclear Reactor stack size
+1 please, this doesn't make sense.
- Sun May 08, 2016 7:47 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 118171
Re: [0.12.x][v0.12.6] Bob's Electronics
Here are some shifted images based off the original game to replace some of the icons, they look and feel much better I think.
To install locally, copy them into mods/bobelectronics_xxx/graphics/icons.
To install locally, copy them into mods/bobelectronics_xxx/graphics/icons.