Search found 110 matches

by arbarbonif
Tue Feb 16, 2021 1:05 am
Forum: Technical Help
Topic: Crashes without loading a game
Replies: 2
Views: 466

Re: Crashes without loading a game

Once I get into a game it plays just fine. At least for the early game simple stuff.
by arbarbonif
Tue Feb 16, 2021 12:42 am
Forum: Technical Help
Topic: Crashes without loading a game
Replies: 2
Views: 466

Crashes without loading a game

I have had several crashes at the main menu, also while browsing mods and setting up a game. I sat down and did some checking and I had two crashes after about 2 minutes at the main menu, both while the "biters attacking a wall guarding a cliff chokepoint" vignette is running, right about ...
by arbarbonif
Sun Jan 26, 2020 5:39 am
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 178
Views: 47594

Re: [MOD 0.17] Crafting Combinator

That appears to have fixed it. Thanks!
by arbarbonif
Fri Jan 24, 2020 11:08 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 178
Views: 47594

Re: [MOD 0.17] Crafting Combinator

The new 0.18 version errors for me on load. 12.695 Mods to disable:Failed to load mods: __rusty-locale__/prototypes.lua:21: table index is nil stack traceback: __rusty-locale__/prototypes.lua:21: in function 'inherits' __rusty-locale__/prototypes.lua:29: in function 'find' __rusty-locale__/locale.lu...
by arbarbonif
Tue Dec 03, 2019 6:40 pm
Forum: Bob's mods
Topic: Is a pure modular logistics system viable?
Replies: 25
Views: 5412

Re: Is a pure modular logistics system viable?

It would be nice if they changed the logic so that first the bot looks to charge, then it looks to dock (charging if below 99%). Then you could surround the box with chargers (which you should do anyway) and the wait for the bots to land would be short, since they wouldn't need to do any charging (o...
by arbarbonif
Mon Oct 07, 2019 5:31 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3709
Views: 762975

Re: Bugs & FAQ

Either RSO or angel's doesn't respect turning off the infinite ore during map setup. If you turn them off they still appear in the middle of the non-infinite patches.
by arbarbonif
Fri Sep 06, 2019 5:46 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 178
Views: 47594

Re: [MOD 0.17] Crafting Combinator

For some reason I'm getting a complaint from the logistics network that the crafting combinator is missing a what appears to be a blank blueprint. It might be due to not having bots when I placed the blueprint for it initially, or something? It went away when I ran a ghost deconstruction planner ove...
by arbarbonif
Sun Sep 01, 2019 5:32 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3709
Views: 762975

Re: Bugs & FAQ

So, temperate regions have puffer nests, but they don't seem to have temperate gardens. I was looking at the repo and I noticed the autoplace order for puffer nests and temperate gardens is the same (za). Does that mean all my puffers nests replaced the temperate gardens on the map? I think that is...
by arbarbonif
Thu Jul 11, 2019 1:44 pm
Forum: Angels Mods
Topic: AB Mod, Clarifier research requirements
Replies: 1
Views: 877

Re: AB Mod, Clarifier research requirements

Cement 1 should also probably be moved behind Washing 2 (instead of 1) since it just adds making bricks. Bricks need Lime/Limestone which is unlocked by Washing 2.
by arbarbonif
Wed Jun 12, 2019 10:29 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 47218

Re: [MOD 0.12.26] Picker: Easily select items from inventory

When I hover over ghost with a non-ghost in my hand it places it in place, which is nice. However underground pipes aren't being placed with the proper orientation, it looks like they all get the orientation of the first one I place.
by arbarbonif
Mon Jun 10, 2019 10:26 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 122374

Re: [0.17.x] Bob's Mods: General Discussion

Do the different heat pipes behave differently (I assume you can place them like the normal ones)? Or are they just for making the more advanced reactors?
by arbarbonif
Mon May 06, 2019 8:32 pm
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Science
Replies: 63
Views: 25410

Re: [MOD 0.16.x] MadClown01's Science

Miltary science alternate recipes need rebalancing. The cost of a military pack has dropped by ALOT (swapping out a turret for 2 walls) and the replacement recipes are still based around needing a turret for the normal stuff. I used to use the shotgun version on occcasion (because it was lighter on ...
by arbarbonif
Mon May 06, 2019 7:55 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 79034

Re: [0.17] Please post bugs and balance issues here.

Standard copy and paste works fine on inserters, for filters and position and stack size. There is some oddness where it has issues between types (ie filter stack to normal).
by arbarbonif
Mon May 06, 2019 7:52 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3709
Views: 762975

Re: Bugs & FAQ

Endjinnear wrote: ↑
Mon May 06, 2019 6:28 pm
Just weird. Didn't install anything new just updated and now I need them. What building makes them because there is no recipe I can find.
Standard assembler. The electrolysers should have 2 recipes for each type of water, one with and one without the catalyst. The catalyst one is twice as fast.
by arbarbonif
Wed May 01, 2019 6:35 pm
Forum: Bob's mods
Topic: Uses for pollution producing modules?
Replies: 9
Views: 2405

Re: Uses for pollution producing modules?

Any chance you could take them off of the module combining tech? They aren't used in any of the combined recipes and it is annoying to have to make just a handful of them to research that one tech.
by arbarbonif
Wed May 01, 2019 6:26 pm
Forum: Bob's mods
Topic: Rails don't need bronze, but are gated behind bronze tech
Replies: 14
Views: 2591

Re: Rails don't need bronze, but are gated behind bronze tech

Also, in the latest version of Bob's mods, you can't make steel without chemical processing 1, and Electrolysis 1. I changed the steel recipe to cost iron and oxygen in a chemical furnace. Actually, in theory, you can make steel without Electrolysis, because you can use Oxygen from splitting Compre...
by arbarbonif
Wed May 01, 2019 6:03 pm
Forum: Angels Mods
Topic: Too much tech between starting ores and automated wood production
Replies: 23
Views: 4498

Re: Too much tech between starting ores and automated wood production

The trees that drop the special trees for the arboretum seed generation also drop 100 wood. I do a big loop around my factory while I research the first few metallurgy techs and just pick up 5 or 6 trees (and a few gardens) and run off those stacks of wood while researching the giant mass of arboret...
by arbarbonif
Tue Apr 16, 2019 6:17 pm
Forum: Gameplay Help
Topic: Old chem plant setup...fixable?
Replies: 27
Views: 3495

Re: Old chem plant setup...fixable?

Another issue with this is that if you copy the recipe of a chem plant it also copies the orientation. Which is nice until you want to paste it in a mirrored setup and can't because the in and out pipes are reversed. I think having it not connect the pipes to the plant unless the external pipe is em...
by arbarbonif
Fri Apr 12, 2019 3:30 pm
Forum: Duplicates
Topic: [0.17.29] Game crashes when opening up blueprint book
Replies: 5
Views: 954

Re: [0.17.29] Game crashes when opening up blueprint book

It is crashing for me if I even hover over it.
by arbarbonif
Wed Mar 27, 2019 12:05 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3709
Views: 762975

Re: Bugs & FAQ

I'm getting ridiculous gas well and fissure percentages. I do max them out, but I also max out oil and in my starting area my oil is 3 wells, totaling 2886%, but my gas well is 2 nodes, totaling 299659%. The fissures are also about 100X the oil percentages. I'm using RSO as well.

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