Search found 38 matches

by Creat
Sun May 28, 2017 9:48 pm
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 129474

Re: [0.12] Bugs, crashes & other issues

I can confirm the issue/conflict with petrochem reported above.

What I wanted to add is that it works fine with 1.0.8 so I have reverted to that for now at least.
by Creat
Fri May 26, 2017 2:51 pm
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 50920

Re: [0.14] What is it used for?

using this thread for feedback on it. First of all, thanks for the update/maintenance! Navigating through the list is a huge help and makes this mod massively more useful than it already was. I do have a bug to report though: Some recipes are just missing in some contexts but work fine in others. A...
by Creat
Fri May 26, 2017 2:39 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.14] Crash-to-desktop when using nanobots (modded)
Replies: 4
Views: 1883

Re: [0.15.14] Crash-to-desktop when using nanobots (modded)

Wow that was fast, thank you (as always)!
by Creat
Fri May 26, 2017 1:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.14] Crash-to-desktop when using nanobots (modded)
Replies: 4
Views: 1883

[0.15.14] Crash-to-desktop when using nanobots (modded)

I've encountered a game-crash when deconstructing some trees using nanobots in a game newly converted from 0.15.13 to 0.15.14. This is a regression, the crash doesn't happen under identical circumstances with 0.15.13 The save is quite heavily modded (bobs, angels, ...), so I've also included my mod-...
by Creat
Fri May 19, 2017 3:32 pm
Forum: Angels Mods
Topic: Minimal mod-config for Angel's Smelting: Game doesn't load
Replies: 3
Views: 1985

Re: Minimal mod-config for Angel's Smelting: Game doesn't load

I know Smelting is still in beta, can/will it be adjusted so it doesn't need Bob's Electronics eventually? Especially considering it doesn't have an actual dependency on it, it seems like it's not intended to be like this forever? If someone could give me a pointer or two on how to do this, I'd glad...
by Creat
Mon May 15, 2017 6:24 pm
Forum: Angels Mods
Topic: Minimal mod-config for Angel's Smelting: Game doesn't load
Replies: 3
Views: 1985

Re: Minimal mod-config for Angel's Smelting: Game doesn't load

You need Bob's Electronics. Yes, I thought I might from the error message. The main reason for this report is that this isn't specified as a dependency (neither optional nor a required one). What I don't quite understand is why though, from what I've seen of the Smelting, it's not exactly doing a l...
by Creat
Mon May 15, 2017 5:20 pm
Forum: Angels Mods
Topic: Minimal mod-config for Angel's Smelting: Game doesn't load
Replies: 3
Views: 1985

Minimal mod-config for Angel's Smelting: Game doesn't load

Hello! I wanted to play a mostly-vanilla game, but have the additional pre-processing of ores from Angel's Smelting enabled. Since that requires petrochem and a few of bobs mods, I have of course enabled those. I don't really know if the resulting game is what I'm looking for, but when I assemble a ...
by Creat
Sat Feb 25, 2017 4:07 pm
Forum: News
Topic: Friday Facts #179 - New resource graphics & concrete
Replies: 107
Views: 52695

Re: Friday Facts #179 - New resource graphics & concrete

vaderciya wrote:0.15 is going to be the update that gets people to play another couple hundred hours!!
Yea cause we need an update to do that... right :lol: :roll:
by Creat
Fri Feb 24, 2017 10:17 pm
Forum: News
Topic: Friday Facts #179 - New resource graphics & concrete
Replies: 107
Views: 52695

Re: Friday Facts #179 - New resource graphics & concrete

I really hope you find a way to make the generation not be entirely in-house (I presume it is at least for the moment). Mods being able to use this to the full effect, not just recolor the existing ores, would be phenomenal! Mostly thinking about Bob's and Angel's obviously, but it's an important pa...
by Creat
Sun Jan 08, 2017 1:26 pm
Forum: Modding discussion
Topic: [Solved]Export Game Event Data and Players to Log File again
Replies: 11
Views: 3784

Re: Export Game Event Data [and Player Names to Log File again]

I'd also very much like to know, so: bump :)
by Creat
Sun Jul 03, 2016 10:50 am
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 145340

Re: Bugs and problems

5dimm won't load at all without the boblibrary dependency. With Bob's it has that transport error. That's a lot of lua files to change. No, it's exactly four files. All of the files that need changing are from 5dim_transport_0.13.0. In case you don't have a way to search for file content, these are...
by Creat
Sat Jul 02, 2016 12:05 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 145340

Re: Bugs and problems

can confirm that transport is not loading on factorio 0.13.3 (using the current factorio mod portal version of all mods) with the message mentioned. As a workaround, replacing all occurrences of "basic-transport-belt" with "transport-belt" in all .lua file of -transport does the ...
by Creat
Tue Jun 28, 2016 7:46 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.0] [Hanziq] Mod-Updates seem to succeed, but actually fail
Replies: 1
Views: 1344

[0.13.0] [Hanziq] Mod-Updates seem to succeed, but actually fail

Hello, the two other issues that seem somewhat similar seems different enough to open my own topic, hope I'm right on this ;) TL;DR: Mods seem to be able to update, but downloaded zip-files are just broken XML-Responses. Bug is reproducible for me. I've just updated by downloading the Win-x64-zip ve...
by Creat
Wed Mar 30, 2016 11:24 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298849

Re: [MOD 0.12.27+] SmartTrains 0.3.80

I'm trying to setup a train to only depart a smart stop if a resource is below a certain amount in a series of smart chests. Figured it would be simple but I must be missing something. I connected the chests to a powerline and it is showing 46k. I then connect that to the light on the stop and put ...
by Creat
Mon Mar 28, 2016 9:58 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298849

Re: [MOD 0.12.27+] SmartTrains 0.3.78

Download-Link in the OP doesn't work, the one in the post above this one does, however.
by Creat
Sat Mar 26, 2016 3:37 am
Forum: News
Topic: Friday Facts #131 - Roadmap shuffle
Replies: 114
Views: 56510

Re: Friday Facts #131 - Roadmap shuffle

Great FF again, getting more and more impatient about 0.13... I do have a comment about the achievement-icons though: I assume that the framing is copper, silver and gold. But copper and gold are way too similar. If you only saw the copper icon by itself (not next to the gold one), it would be hard ...
by Creat
Mon Mar 21, 2016 11:16 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298849

Re: [MOD 0.12.12+] SmartTrains 0.3.75

Yes, that's intentional, and the signal doesn't come from the buffer chests but from the base. The signal means "Depot still has stuff, no reason to bring more", so it's meant to nullify the "green" signal. The train only leaves when it's full and the depot actually needs the st...
by Creat
Mon Mar 21, 2016 8:12 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298849

Re: [MOD 0.12.12+] SmartTrains 0.3.75

Btw, i noticed an issue with your circuit setup at station Iron E1, the train is full but doesn't leave. The -1 green signal from the buffer chests nullifies the +1 from the full cargo wagons :D Yes, that's intentional, and the signal doesn't come from the buffer chests but from the base. The signa...
by Creat
Mon Mar 21, 2016 2:24 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298849

Re: [MOD 0.12.12+] SmartTrains 0.3.75

I'd like a save, as the ones i tried take the same time, whether it's version 3.73, 3.74 or 3.75 Don't know if it's still relevant as I only just sat down on my PC and the post is already a bit older, but the save is attached, if only for future reference (assuming I can upload the ~6MB here). As t...
by Creat
Mon Mar 21, 2016 1:01 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298849

Re: [MOD 0.12.12+] SmartTrains 0.3.75

Just wanted to add to the performance reports (even though you seem to be on it). I have a relatively small factory that has 4 lines with smart trains (obviously). As long as the trains aren't assigned to lines, everything runs just fine, assigning them to lines murders the update-rate already (drop...

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