Error loading prototype, used default instead: Error while loading gui-style prototype "default" (gui-style): Parent style not found: ltnc_misc_slot_selected.
Search found 22 matches
- Tue May 26, 2020 7:49 pm
- Forum: Logistic Train Network
- Topic: [0.17/0.18] LTN Combinator
- Replies: 104
- Views: 69736
Re: [0.17/0.18] LTN Combinator
Looks like it's not compatible with 0.18.27?
- Mon May 18, 2020 4:56 pm
- Forum: Mod portal Discussion
- Topic: dowload speed
- Replies: 1
- Views: 1460
Re: dowload speed
Yep, mod portal downloads are very slow currently for me.
- Mon Mar 25, 2019 7:12 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1640897
Re: Bugs & FAQ
New infinite ores update broke bob's compatibility:
67.519 Mods to disable:Failed to load mods: File not found: __bobores__/graphics/icons/sulfur.png
Mods to be disabled:
β’ angelsinfiniteores
- Thu Feb 08, 2018 9:18 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 195451
Re: [MOD 0.16] Miniloader
Do the loaders all look connected to each other in the blueprint configuration GUI? Could you post the blueprint string for that BP?
Nope, not connected in BP UI. BP String:
0eNrlWdtugzAM/Rc/04qEW+BXpgpRSDerkKCQVusq/n0BXqpWe6hVdV32gpRgOz4Hh5wkZ9i2B9kbVBaKM2Ct1QDF2xkGfFdVO/XZUy ...
- Thu Feb 08, 2018 7:42 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 195451
Re: [MOD 0.16] Miniloader
Thx for the fixes!
I've not been able to reproduce this in my tests. Does it seem completely random? Are there certain blueprints or patterns of existing entities you place blueprints over that cause this problem to occur? If so, could you post a save?.
Looks like the game can't properly create ...
I've not been able to reproduce this in my tests. Does it seem completely random? Are there certain blueprints or patterns of existing entities you place blueprints over that cause this problem to occur? If so, could you post a save?.
Looks like the game can't properly create ...
- Thu Feb 08, 2018 8:36 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 195451
Re: [MOD 0.16] Miniloader
Having annoying crashes with lastest Miniloaders:
3236.302 Error MainLoop.cpp:1019: Exception at tick 11731303: Error while running event miniloader::on_tick (ID 0)
__miniloader__/lualib/event.lua:14: attempt to call field '?' (a nil value)
I think it happens randomly when I place multi-width ...
3236.302 Error MainLoop.cpp:1019: Exception at tick 11731303: Error while running event miniloader::on_tick (ID 0)
__miniloader__/lualib/event.lua:14: attempt to call field '?' (a nil value)
I think it happens randomly when I place multi-width ...
- Thu Jan 18, 2018 8:30 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1825499
Re: Development and Discussion
Lack of changelogs is disappointing. Half of the fun is reading what changed.
- Thu Aug 03, 2017 2:31 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 514596
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
NE Buildings adds Alien Artifacts to Spwaners, this is not something you can turn on or off, it's added.
NE Enemies adds small alien artifacts to units. This you can turn on and off and if on, you can craft them into large artifacts.
Can you confirm you don't have any Artifacts??
Thanks.
Yep ...
- Thu Aug 03, 2017 12:00 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 514596
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
Just release version 7.2.0
I made some big changes in that I removed the Artifact Collector and Ammo from NE Enemies and put those in NE Buildings.
Now it's more thematic. Enemies will just add Enemies and all Buildings and other Items are together.
Please Note, your existing Artifact collectors ...
I made some big changes in that I removed the Artifact Collector and Ammo from NE Enemies and put those in NE Buildings.
Now it's more thematic. Enemies will just add Enemies and all Buildings and other Items are together.
Please Note, your existing Artifact collectors ...
- Wed Jun 14, 2017 10:03 am
- Forum: Mods
- Topic: [MOD 0.15.18] Ratio Tree 0.0.8
- Replies: 4
- Views: 4357
Re: [MOD 0.15.18] Ratio Tree 0.0.8
Good mod, but there are issues:
Number of items you can select from after entering item name is very limited. For example, I can't find simple "battery" in the list with Bob's mods + others. There are multiple "battery mk[X] equipment" etc. and no actual "battery". Could be solved by sorting ...
Number of items you can select from after entering item name is very limited. For example, I can't find simple "battery" in the list with Bob's mods + others. There are multiple "battery mk[X] equipment" etc. and no actual "battery". Could be solved by sorting ...
- Sat Aug 22, 2015 12:21 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 218693
Re: Bob mods for 0.12
Just use GitHubbobingabout wrote:I am looking into alternatives, or just a bigger bandwidth limit.
To be honest, I can't wait for Factorio mod hosting to be part of the game.
- Sat Aug 08, 2015 9:15 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 218693
Re: Bob mods for 0.12
Just finished my playthrough with Bob's mods & RSO. Great addition to the game, but not without issues.
My thoughts on weapons balance:
1) If you can alter turrets AI, make Sniper Turrets into "Cannon" Turrets by reducing their range to normal levels, nerfing attack speed by 5-10 times and making ...
My thoughts on weapons balance:
1) If you can alter turrets AI, make Sniper Turrets into "Cannon" Turrets by reducing their range to normal levels, nerfing attack speed by 5-10 times and making ...
- Sat Aug 08, 2015 12:29 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 226069
Re: [MOD 0.12.x] Advanced Logistics System
This fixed the issue, thanks!Outsider wrote:added an option under "Settings" to Update the logistics data, fixes issues with faulty logistics network data being displayed
- Fri Aug 07, 2015 10:49 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 226069
Re: [MOD 0.12.x] Advanced Logistics System
Most of my chests count as disconnected. Mod counts only new roboports?Outsider wrote: Bob's mods are already supported.
- Fri Aug 07, 2015 8:31 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 226069
Re: [MOD 0.12.x] Advanced Logistics System
Please add support for Bob's mods.
- Thu Aug 06, 2015 11:00 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 218693
Re: Bob mods for 0.12
The Sniper Rifle should be ballanced to the Rifle and SMG. the damage is increased by the same proportion as fire rate is decreased, maintaining the same DPS, this however doesn't take into account the pure damage resistances on enemies, making the rifle and sniper rifle better than the SMG.
As ...
- Thu Aug 06, 2015 10:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.2] [kovarex] Random crashes
- Replies: 9
- Views: 4065
Re: [0.12.2] [kovarex] Random crashes
I guess that the problem might be caused by the fact, that the game doesn't properly stop on script error. I fixed that, so it might be fixed for 0.12.3, let me know if it still happens there.
I was able to consistently reproduce this crash.
Save: https://dl.dropboxusercontent.com/u/103461/temp ...
I was able to consistently reproduce this crash.
Save: https://dl.dropboxusercontent.com/u/103461/temp ...
- Thu Aug 06, 2015 9:28 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 218693
Re: Bob mods for 0.12
I feel that Sniper Turrets and Sniper Rifle is too unbalanced right now. I can just put 3-6 sniper turrets and clear big nests with them and some enemies won't even try to attack me and others just getting obliterated.
Edit: upgraded to Electronics v0.12.1, now I can't automatically craft Wooden ...
Edit: upgraded to Electronics v0.12.1, now I can't automatically craft Wooden ...
- Thu Aug 06, 2015 3:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.2] [kovarex] Random crashes
- Replies: 9
- Views: 4065
Re: [0.12.2] [kovarex] Random crashes
Well, I tried to run the save for several minutes without a problem. But when I tried to build a blueprint, one of the mods (autofill) failed because of the scripting error.
Sometimes game crashes in 3-5 minutes, sometimes I can play for hours without crash.
I think it could be related to robots ...
Sometimes game crashes in 3-5 minutes, sometimes I can play for hours without crash.
I think it could be related to robots ...
- Thu Aug 06, 2015 1:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.2] [kovarex] Random crashes
- Replies: 9
- Views: 4065
Re: [0.12.2] Random crashes
https://dl.dropboxusercontent.com/u/103 ... o/mods.zipOxyd wrote:Very well. Then at least upload your mods folder somewhere, please.