Got a crash:
failed to load mods: Error while loading entity prototype 'big-furnace" (assembling-machine)): Prototype "big-furnace" registered twice
Modifications: Whistle Stop Factories
I'm no expert(in truth, not even a n00b), but it looks like its conflicting with itself, If that is a thing ...
Search found 18 matches
- Sun Jul 29, 2018 7:12 am
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 46976
- Wed Jun 20, 2018 5:54 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1148366
Re: [0.16] Sea Block Pack 0.2.11
I've been experiencing repeated desyncs when attempting to join the server and have uploaded the desync log as follows.
Update: we've(me and an admin) tried several things to try and get me on but without any significant success. we have atleast narrowed the issue to something in the Forfacto ...
Update: we've(me and an admin) tried several things to try and get me on but without any significant success. we have atleast narrowed the issue to something in the Forfacto ...
- Mon Jun 18, 2018 5:05 pm
- Forum: Desyncs with mods
- Topic: [0.16.51] Desync on join
- Replies: 1
- Views: 1847
[0.16.51] Desync on join
I've attempted to join a modified server a multitude of time only to desync when loading the map. This has occurred multiple times even after a server reboot.
The report .zip has been attached for reference.
Can someone diagnose this issue and provide potential solutions?
Mods involved:
A Sea ...
The report .zip has been attached for reference.
Can someone diagnose this issue and provide potential solutions?
Mods involved:
A Sea ...
- Fri May 12, 2017 12:42 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1523431
Re: Bugs & FAQ
I've been getting this error when I boot up since getting the latest version
failed to load mods:Error while loading recipe prototype "nodule crystallization 1"(recipe):Difficulty normal: Recipe must have at least one reslut product.
Modifications angelsrefining
I want to say this glaring thing ...
failed to load mods:Error while loading recipe prototype "nodule crystallization 1"(recipe):Difficulty normal: Recipe must have at least one reslut product.
Modifications angelsrefining
I want to say this glaring thing ...
- Tue May 02, 2017 4:39 am
- Forum: Bob's mods
- Topic: [0.15] Water Pumpjacks have no Output
- Replies: 3
- Views: 2046
Re: [0.15] Water Pumpjacks have no Output
Will this be fixed soon?
- Sun Apr 30, 2017 9:20 pm
- Forum: Bob's mods
- Topic: [0.15] Water Pumpjacks have no Output
- Replies: 3
- Views: 2046
[0.15] Water Pumpjacks have no Output
Exactly the title. No way to get Lithia water(or regular water) to wherever they're needed
- Tue Apr 25, 2017 12:49 am
- Forum: General discussion
- Topic: Mod Portal: What happened?
- Replies: 6
- Views: 2973
Re: Mod Portal: What happened?
Just in case you MIGHT not know... on tuesday, 25.04. 0.15 will be going live. (presumably if nothic critical occurs)
Therefore, many mod authors updated their mods to 0.15. Therefore, it the mod database is overloaded. Stay calm, grab a beer (or whatever) and give the crew time.
I think it's more ...
Therefore, many mod authors updated their mods to 0.15. Therefore, it the mod database is overloaded. Stay calm, grab a beer (or whatever) and give the crew time.
I think it's more ...
- Mon Apr 24, 2017 9:11 pm
- Forum: Releases
- Topic: Version 0.15.1
- Replies: 54
- Views: 47174
Re: Version 0.15.1
The Mod Portal Has stopped Responding. I haven't gotten any responses from it, in-game and otherwise. Would you know what's going on with it?
- Mon Apr 24, 2017 9:03 pm
- Forum: General discussion
- Topic: Mod Portal: What happened?
- Replies: 6
- Views: 2973
Mod Portal: What happened?
Seriously, the mod portal is unresponsive in its entirety. I can't access it in-game or out-of-game. Does anyone know anything on this subject?
- Mon Apr 24, 2017 8:58 pm
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 154226
Re: Version 0.15.0
Hate to be a pain, but What happened to the mods portal? I can't access it in game and other wise
- Sat Mar 11, 2017 1:04 am
- Forum: News
- Topic: Friday Facts #181 - Calm before the storm
- Replies: 77
- Views: 43222
Re: Friday Facts #181 - Calm before the storm
How soon can we expect to see the full suite of HD textures in game? Big features take time to develop and I can respect that. You lovely lot can take all the time you need. So, I'm only asking about the textures, as they look about done, frankly.
- Fri Jan 06, 2017 2:05 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 614207
Re: [MOD 0.14] AAI Programmable Vehicles
I will do proper instructions later but for now:
The exchange data connection is to the top right, set it to coal 10000 or some other high number to accept coal.
If you want it to give coal to other vehicles for fuel, set coal to -50 and have inserters put coal into the depot.
You have to type in ...
The exchange data connection is to the top right, set it to coal 10000 or some other high number to accept coal.
If you want it to give coal to other vehicles for fuel, set coal to -50 and have inserters put coal into the depot.
You have to type in ...
- Thu Jan 05, 2017 3:55 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 614207
Re: [MOD 0.14] AAI Programmable Vehicles
If anyone is feeling brave I'm attaching a preview of the next version. Consider this preview unstable and probably save breaking so don't overwrite your old save.
This version contains the Vehicle Depot, which seems to be working ok, but the main change is actually a huge shift in the code ...
This version contains the Vehicle Depot, which seems to be working ok, but the main change is actually a huge shift in the code ...
- Wed Jan 04, 2017 7:04 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 614207
Re: [MOD 0.14] AAI Programmable Vehicles
There are currently two extremes in terms of usability. The fact that vehicles default to behaving like turrets makes them immediately useful, and the remote controller should also be relatively easy to use. The signals-to-vehicle-controls system is obviously way more advanced, but that end of the ...
- Tue Jan 03, 2017 7:09 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 614207
Re: [MOD 0.14] AAI Programmable Vehicles
since I can't get the AAI miners to work, I figured I'd go back to the old fashioned way, electric drills and solar panels. however. I was thinking about making a two Depot system for the haulers. One Depot is at home ready to recieve resources. The other is at the mine in question ready to load the ...
- Sun Jan 01, 2017 8:38 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 614207
Re: [MOD 0.14] AAI Programmable Vehicles
I've Repeatedly attempted to get a Miner to a coal deposit using the system setup I found on the forum and it doesn't do anything! :x The Miner just sits there! I triple checked everything was as depicted, right down to wire colors and arrangements and nothing happens.
EDIT: With the assistance of ...
EDIT: With the assistance of ...
- Fri Oct 14, 2016 11:12 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 187959
Re: [0.14.x] Bob's Mods: General Discussion
I Have installed your Vehicle Equipment mod and have immediately found a bug. The vehicles Outright refuse anything being put into them. Only Overdrive Motor and Plasma Cannon work. Nothing else.
I can look into the issue. But as other people have mentioned, this is likely the result of multiple ...
- Wed Oct 05, 2016 9:34 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 187959
Re: [0.14.x] Bob's Mods: General Discussion
I Have installed your Vehicle Equipment mod and have immediately found a bug. The vehicles Outright refuse anything being put into them. Only Overdrive Motor and Plasma Cannon work. Nothing else.