Search found 30 matches

by Maglay
Sun Feb 23, 2020 8:16 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3871
Views: 1208097

Re: Bugs & FAQ

Hello together, after I've updated all Angels Mods I get the following error when starting factorio: 34.984 Error ModManager.cpp:1440: Failed to load mod "angelsindustries": __angelsindustries__/data-updates.lua:3: ...lsindustries__/prototypes/angels-industries-override.lua:31: ..._/protot...
by Maglay
Sun Aug 12, 2018 10:24 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 324252

Re: [0.16.x] Bob's Mods: General Discussion

Hi Bob, the heat exchanger mk3 has a target temp of 1015, but the reactors and heat pipes can only reach 1000C max. Am I wrong here or is this an issue? Since the heat pipe loose some temperature on the way, an even lower target temp would be required so that we do not have to attach the heat exchan...
by Maglay
Fri May 18, 2018 7:27 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 324252

Re: [0.16.x] Bob's Mods: General Discussion

bobingabout wrote:First update for... a month?

Power 0.16.5:
...
Replaced electrum with gold in solar panels MK3
...
Hi, is there a reason for this change? Electrum has now no use at all.
by Maglay
Thu Mar 15, 2018 8:45 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 324252

Re: [0.16.x] Bob's Mods: General Discussion

Hello Bob,

the logistic science pack requires the filter inserter from the base game, not any of the filter inserters after your overhaul.

"Only Filter inserter can be inserted here, not Filter Inserter" :)

Greetings
by Maglay
Sat Aug 12, 2017 9:51 am
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 65403

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

Hello, I found a minor bug. Once an assembler without recipe is getting old and should be replaced, the game crashes: 1142.910 Error MainLoop.cpp:940: Exception at tick 203760: Error while running event WearAndTear::on_tick (ID 0) __WearAndTear__/control.lua:137: attempt to index field 'recipe' (a n...
by Maglay
Wed Jun 28, 2017 6:37 am
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 65403

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

withers wrote:Although like I said, someone with a garganutan base might be able to answer better.
I have a base with 2k solar panels, 1k assembler like buildings and a big bunch of miners. Wear and Tear is not noticable. Othermods like the wireless charging or YARM still use more time per update than this one.
by Maglay
Tue Jun 27, 2017 10:05 pm
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 65403

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

withers wrote:Should be fixed now. Looks like non "fast replacable" buildings were losing inventories.
Thats great, thanks for your work :)
by Maglay
Wed Jun 21, 2017 7:17 pm
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 65403

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

hmm. I haven't noticed this problem at all. Just tested with assembling machines and ingredients aren't lost when transitioning from new to aging/old. Is there specific machine this is happening to? Or is it all machines in your game? Well it definitely happens with the centrifuges, but these are i...
by Maglay
Wed Jun 21, 2017 6:46 pm
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 65403

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

i never realized that difference, many thanks. For some reason google did not come up with the link to the wiki when I searched for "recipe results"
by Maglay
Wed Jun 21, 2017 8:41 am
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 65403

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

I fixed it by making it look for both "result" and "results". But since recycling formulas are "results" it might be in some cases creating extra recycling recipes out of the recycling recipes. Potenital endless loop. Might also explain the crashing on started. I'll pu...
by Maglay
Wed Jun 21, 2017 6:58 am
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 65403

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

Items that are in-progress for a current cycle are always lost when a building gets removed or it's recipe reset, even in the vanilla game. Those loses are typically negligible. For items in storage (not part of it's current cycle), I believe you are mistaken. When an old building gets replaced wit...
by Maglay
Wed Jun 21, 2017 6:42 am
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 65403

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

After the last update, the game doesn't load any more, looks like it is stuck in a loop, it stop at 6% doesn't give any error, just stuck there, looks like a loop because watching the memory monitor its just going up and up and up... After removing the mod from the folder it loads normal. No idea w...
by Maglay
Wed Jun 21, 2017 6:38 am
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 65403

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

and here is the recycling of the old ore crusher 3
Old Ore Crusher 3.jpg
Old Ore Crusher 3.jpg (525.24 KiB) Viewed 7320 times
it returns half of the ingriedents, including the new ore cursher 2

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