Search found 12 matches

by jevon
Sat Mar 30, 2019 3:48 am
Forum: Releases
Topic: Version 0.17.23
Replies: 67
Views: 15847

Re: Version 0.17.23

Hugs and condolences to all mod authors over the next week. <3
by jevon
Mon Mar 25, 2019 7:36 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2542
Views: 305716

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...
by jevon
Fri Mar 22, 2019 8:38 am
Forum: Resolved Problems and Bugs
Topic: [posila] Performance Issues [0.17.2]
Replies: 10
Views: 1055

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?
by jevon
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: 149

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 :)
by jevon
Thu Mar 21, 2019 5:53 am
Forum: Ideas and Suggestions
Topic: Keyboard shortcuts to turn on/off music/sound
Replies: 4
Views: 167

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...
by jevon
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: 149

[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 I created ...
by jevon
Mon Mar 11, 2019 8:53 am
Forum: Bob's mods
Topic: A way to return to normal long inserters?
Replies: 4
Views: 483

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 icon, click Enable re...
by jevon
Sat Dec 30, 2017 12:37 pm
Forum: Resolved Problems and Bugs
Topic: [16.9] Save hangs system
Replies: 15
Views: 6158

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...
by jevon
Sat Dec 30, 2017 9:46 am
Forum: Resolved Problems and Bugs
Topic: [16.9] Save hangs system
Replies: 15
Views: 6158

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...
by jevon
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: 184

[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...
by jevon
Tue May 09, 2017 7:40 am
Forum: Balancing
Topic: decrease Nuclear Reactor stack size
Replies: 9
Views: 1107

Re: decrease Nuclear Reactor stack size

+1 please, this doesn't make sense.
by jevon
Sun May 08, 2016 7:47 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 78106

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.

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