
Search found 29 matches
- Fri May 03, 2019 5:04 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 280987
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Thanks for the .35 fixes. it's all working well again 

- Thu May 02, 2019 8:24 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 280987
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Yup, we play modded games at the pleasure of the devs, and the very fine moders in the community.
btw Deadlock, this is a very nice mod. Q: have you adjusted the loaders to reflect the current rate of the belts and their new items/sec?
btw Deadlock, this is a very nice mod. Q: have you adjusted the loaders to reflect the current rate of the belts and their new items/sec?
- Thu May 02, 2019 5:40 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 280987
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Yes, i understand that the devs thoughtfully renamed player to character or something to that effect. Broke a pile of mods.
- Fri Apr 12, 2019 6:51 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 198010
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
Yup, my brain goes blank when i have to do Angels and Bob's ratios of machines in my head.
- Tue Mar 26, 2019 8:40 pm
- Forum: Resolved Problems and Bugs
- Topic: Crash in blueprint window
- Replies: 1
- Views: 1113
Re: Crash in blueprint window
Note that it's fixed in the next release. You guys are amazing!
- Tue Mar 26, 2019 7:41 pm
- Forum: Resolved Problems and Bugs
- Topic: Crash in blueprint window
- Replies: 1
- Views: 1113
Crash in blueprint window
In the attached save/log Factorio 0.17.20, the program crashes when i open the blueprints dialog and click the up arrow to go to the root of my blueprints. Repeatable, does it every time.
Will start looking at what mods updated recently.
Will start looking at what mods updated recently.
- Sun Apr 08, 2018 2:14 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 196020
Re: [MOD 0.16] Miniloader
Thanks,
turning off restyle underground belts in the options for deadlock's stuff has fixed it.
d.
turning off restyle underground belts in the options for deadlock's stuff has fixed it.
d.
- Sat Apr 07, 2018 8:47 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 196020
Re: [MOD 0.16] Miniloader
Hello,
I have a bit of an odd problem, whereas in my inventory and when you press E the miniloaders show as underground belts... Have Deadlock's stackers and loaders, as well as Bob's logistics (list below), when you place one they show properly, or when you have one in hand. Not a huge issue ...
I have a bit of an odd problem, whereas in my inventory and when you press E the miniloaders show as underground belts... Have Deadlock's stackers and loaders, as well as Bob's logistics (list below), when you place one they show properly, or when you have one in hand. Not a huge issue ...
- Sat Mar 31, 2018 4:38 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 414879
Re: [0.16.x] Bob's Mods: General Discussion
So, a question.
Now that i'm mid game, and my setup for belts requires bronze, and blue belts didn't require lube, but used cobalt steel bits.... and since i'm midgame, the option to opt back into the changes is unavailable unless i start a new game... how do i opt back in? Can we have a change in ...
Now that i'm mid game, and my setup for belts requires bronze, and blue belts didn't require lube, but used cobalt steel bits.... and since i'm midgame, the option to opt back into the changes is unavailable unless i start a new game... how do i opt back in? Can we have a change in ...
- Fri Mar 16, 2018 1:37 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 414879
Re: [0.16.x] Bob's Mods: General Discussion
Ok, Thanks Bob... Thanks for the quick response.bobingabout wrote:Size 1 is base game pipe size. so if the base game pipe can hold 100 fluid, that means all pipes now hold 100 fluid.
I forgot to change the locale entries, so that's why they still say size 5.
- Fri Mar 16, 2018 1:27 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 414879
Re: [0.16.x] Bob's Mods: General Discussion
Here comes bob, changing your game yet again:
Logistics 0.16.15:
Fixed that fast stack and fast stack filter inserters would deconstruct into express versions
removed steel bearings from red belts and related entities.
Added Zombiee's high res pipe graphics with permission.
Changed all pipe sizes ...
Logistics 0.16.15:
Fixed that fast stack and fast stack filter inserters would deconstruct into express versions
removed steel bearings from red belts and related entities.
Added Zombiee's high res pipe graphics with permission.
Changed all pipe sizes ...
- Tue Mar 13, 2018 8:48 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 414879
Re: [0.16.x] Bob's Mods: General Discussion
A little off the current topic...
Does any one know if the recipe to produce seedlings for Bob's green house mod has changed? it seems to take longer than it used to. A pair of yellow assemblers can only produce enough seedlings to keep two greenhouses going.
Dave.
edited -- For spelling.
Does any one know if the recipe to produce seedlings for Bob's green house mod has changed? it seems to take longer than it used to. A pair of yellow assemblers can only produce enough seedlings to keep two greenhouses going.
Dave.
edited -- For spelling.
- Mon Mar 12, 2018 1:34 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 414879
Re: [0.16.x] Bob's Mods: General Discussion
Since Logistics 0.16.10: and Inserters 0.16.6 when i paste a blueprint with blue inserters (this is an exting game from before all of the inserter changes bagan) i get the following error:
[img] Capture.JPG [/img]
oh, I see. I think I see the problem. there's no check if the entity exists before ...
[img] Capture.JPG [/img]
oh, I see. I think I see the problem. there's no check if the entity exists before ...
- Mon Mar 12, 2018 12:34 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 414879
Re: [0.16.x] Bob's Mods: General Discussion
Since Logistics 0.16.10: and Inserters 0.16.6 when i paste a blueprint with blue inserters (this is an exting game from before all of the inserter changes bagan) i get the following error:
[img] Capture.JPG [/img]
Here for reference is the blue print.
0eNqllm1vmzAQx7/LvYaKOwghfJVpqgi5pdbAINtUjSK ...
[img] Capture.JPG [/img]
Here for reference is the blue print.
0eNqllm1vmzAQx7/LvYaKOwghfJVpqgi5pdbAINtUjSK ...
- Sun Mar 11, 2018 2:39 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 414879
Re: [0.16.x] Bob's Mods: General Discussion
Bob,
Amongst all of the angst and confusion on the forum here, I like your mod set. A wee period of adjustment, and moving along enjoying the game.
dave.
Amongst all of the angst and confusion on the forum here, I like your mod set. A wee period of adjustment, and moving along enjoying the game.
dave.
- Sat Mar 10, 2018 8:30 pm
- Forum: Angels Mods
- Topic: Addon mod for deadlock stacking/crating - alpha version
- Replies: 17
- Views: 15060
Re: Addon mod for deadlock stacking/crating - alpha version
Thanks,
I've got it now in my currently Bob's play-through. Will see how things go.
d.
I've got it now in my currently Bob's play-through. Will see how things go.
d.
- Fri Mar 09, 2018 10:40 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 414879
Re: [0.16.x] Bob's Mods: General Discussion
I for one am most appreciative of your efforts on getting the stacking mod to work with the various Bobs plates and ores. If you do end up creating static images, i would love to have the link to use it.
I was just looking into what it would take me to build one, and... voila, even better, you've ...
I was just looking into what it would take me to build one, and... voila, even better, you've ...
- Tue Feb 06, 2018 10:31 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1829198
Re: Development and Discussion
Most interesting, looking forward to your launch of industries.
d.
d.
- Sat Jan 27, 2018 8:53 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 469
- Views: 257027
Re: ModMyFactory - mod manager and more
Ok, Now we're cooking 
1.5.12pre1 is updating mods properly again.
Happy to see it working again. This is hands down the best mod manager I've found for factorio.
I did notice though that when you go to download mods, it doesn't display the descriptions and what not, but otherwise seems ok.

1.5.12pre1 is updating mods properly again.
Happy to see it working again. This is hands down the best mod manager I've found for factorio.
I did notice though that when you go to download mods, it doesn't display the descriptions and what not, but otherwise seems ok.
- Sat Jan 27, 2018 5:05 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 469
- Views: 257027
Re: ModMyFactory - mod manager and more
Alas, i now have a new error with 1.5.11
When it attempted to update RSO from 3.5.4 to 3.5.5 i get the following:
System.InvalidOperationException: Failed to compare two elements in the array. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at ...
When it attempted to update RSO from 3.5.4 to 3.5.5 i get the following:
System.InvalidOperationException: Failed to compare two elements in the array. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at ...