Search found 110 matches
- Tue Feb 16, 2021 1:05 am
- Forum: Technical Help
- Topic: Crashes without loading a game
- Replies: 2
- Views: 1128
Re: Crashes without loading a game
Once I get into a game it plays just fine. At least for the early game simple stuff.
- Tue Feb 16, 2021 12:42 am
- Forum: Technical Help
- Topic: Crashes without loading a game
- Replies: 2
- Views: 1128
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 ...
- Sun Jan 26, 2020 5:39 am
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 82034
Re: [MOD 0.17] Crafting Combinator
That appears to have fixed it. Thanks!
- Fri Jan 24, 2020 11:08 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 82034
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...
- Tue Dec 03, 2019 6:40 pm
- Forum: Bob's mods
- Topic: Is a pure modular logistics system viable?
- Replies: 25
- Views: 9956
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...
- Mon Oct 07, 2019 5:31 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1393591
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.
- Fri Sep 06, 2019 5:46 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 82034
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...
- Sun Sep 01, 2019 5:32 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1393591
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...
- Thu Jul 11, 2019 1:44 pm
- Forum: Angels Mods
- Topic: AB Mod, Clarifier research requirements
- Replies: 1
- Views: 1602
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.
- Wed Jun 12, 2019 10:29 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 70152
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.
- Mon Jun 10, 2019 10:26 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 211516
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?
- Mon May 06, 2019 8:32 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Science
- Replies: 63
- Views: 39591
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 ...
- Mon May 06, 2019 7:55 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 154390
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).
- Mon May 06, 2019 7:52 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1393591
Re: Bugs & FAQ
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.Endjinnear wrote: βMon May 06, 2019 6:28 pmJust 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.
- Wed May 01, 2019 6:35 pm
- Forum: Bob's mods
- Topic: Uses for pollution producing modules?
- Replies: 9
- Views: 4549
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.
- 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: 5035
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...
- Wed May 01, 2019 6:03 pm
- Forum: Angels Mods
- Topic: Too much tech between starting ores and automated wood production
- Replies: 23
- Views: 7743
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...
- Tue Apr 16, 2019 6:17 pm
- Forum: Gameplay Help
- Topic: Old chem plant setup...fixable?
- Replies: 27
- Views: 7384
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...
- Fri Apr 12, 2019 3:30 pm
- Forum: Duplicates
- Topic: [0.17.29] Game crashes when opening up blueprint book
- Replies: 5
- Views: 2082
Re: [0.17.29] Game crashes when opening up blueprint book
It is crashing for me if I even hover over it.
- Wed Mar 27, 2019 12:05 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1393591
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.