Search found 191 matches
- Tue May 19, 2020 5:02 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.22] Modded game won't load.
- Replies: 20
- Views: 9136
Re: [0.18.22] Modded game won't load.
The mod Loot Chest+ (1.2.7) caused a non-recoverable error. Please report this error to the mod author. Error while running event LootChestPlus::on_entity_died (ID 4) __LootChestPlus__/control.lua:31: bad argument #1 of 3 to 'insert' (table expected, got nil) stack traceback: [C]: in function 'inse...
- Wed May 13, 2020 2:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.22] Modded game won't load.
- Replies: 20
- Views: 9136
Re: [0.18.22] Modded game won't load.
I've updated factorio to 0.18.24, some of the mods to newest version as well, still no loading, anything I can do?
- Sun May 10, 2020 6:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.22] Modded game won't load.
- Replies: 20
- Views: 9136
Re: Modded game won't load.
Logfile attached, I posted both of them I don't know which one you need. Thanks for quick response btw!
- Sun May 10, 2020 6:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.22] Modded game won't load.
- Replies: 20
- Views: 9136
[0.18.22] Modded game won't load.
Hello, I'm having an issue that I don't know if you guys can fix or if it's something related to the mods I'm using but for some reason my game doesn't load. Currently I'm using Factorio 0.18.22 (Steam) with the modpack attached, installed by ModMyFactory app. If I start a new game, I have 0 issues,...
- Wed Apr 22, 2020 4:13 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Electric Boiler
- Replies: 16
- Views: 9632
Re: [MOD 0.15.x] Electric Boiler
Hi! Really like your mod (should be in the base game) but it's hard to tell apart from the regular boiler. So I took the liberty to add an electric blue glow to the icon & entity. Logic and graphics is based on adamo's Gas Boiler. Feel free to incorporate it into future versions if you like it....
- Wed Apr 22, 2020 3:11 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Electric Boiler
- Replies: 16
- Views: 9632
Re: [MOD 0.15.x] Electric Boiler
Can you alter this so that it uses 750kw instead of 1mw while stile providing the same amount of steam? (this will leave 150kw from steam engine available for base) The electric boiler as I made,wasn't meant for infinite free energy production, the energy it outputs is the same energy it consumes, ...
- Mon May 20, 2019 10:55 pm
- Forum: Questions, reviews and ratings
- Topic: Depedancy requirement
- Replies: 0
- Views: 1051
Depedancy requirement
Hello there peepz. I wanted to ask you about depedancies of mods, in a way that I want my mod to doesn't require modX to work but, if modX is present, then you must also have modXY installed or the game won't work. I like to call it optionally required depedancy, but I don't know how to set it up on...
- Sat Sep 29, 2018 10:25 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 468
- Views: 232248
Re: ModMyFactory - mod manager and more
Hey a little suggestion for you my savior: you could implement something like a "mod shopping" thingy where we would simply choose lots of mods to download at the same time (maybe one at a time but in bulk) instead of selecting one mod, clicking download, waiting the download and installat...
- Tue Jul 17, 2018 9:45 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Electric Boiler
- Replies: 16
- Views: 9632
Re: [MOD 0.15.x] Electric Boiler
Apparently this mod depends on something called 'advanced-processing-unit' for the recipe. What mod is that from? The two deps listed on the download page are both optional. You're probably using one of bob's mods, that's why you get the error. You would need bobelectronics as well as bobplates as ...
- Wed Jun 06, 2018 11:09 pm
- Forum: Releases
- Topic: Version 0.16.47
- Replies: 69
- Views: 36508
Re: Version 0.16.47
wow, just... wow. When the changelog has major desync fixes, it has only 1 page of discussion, when it just remove 1 line of information on the error report, it has 3 pages. I don't understand why a system path is such a big deal for ppl since the connection is protected on both sides by 256 encrypt...
- Tue May 15, 2018 1:21 am
- Forum: Mods
- Topic: [MOD 0.15.x] Electric Boiler
- Replies: 16
- Views: 9632
Re: [MOD 0.15.x] Electric Boiler
Mod ported to 0.16 with support for bob's mods. Looking forward for your feedback on how I can improve the mod as it needs balancing.
- Mon May 14, 2018 11:40 pm
- Forum: Modding help
- Topic: Adjusting One Table Seems to Affect a Different Table
- Replies: 2
- Views: 1274
Re: Adjusting One Table Seems to Affect a Different Table
so lets say we have: a = {modded-entity-1} b = table.deepcopy(data.raw["modded-entity-1"]) b.name = "edit" print(a.name) > edit why that happens? to make it a little clearer I'm doing something like this: local entity = table.deepcopy(data.raw["iron-pipe"]) local entity...
- Wed May 09, 2018 11:23 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424251
Re: Friday Facts #225 - Bots versus belts (part 2)
It seems to me the Logistic network embargo achievement kinda solves this whole problem by itself (dunno if this has been mentioned already, over 2k posts on it is TL;DR). Why not just emphasize that achievement somehow? For instance make it a default map option instead of an achievement. Indeed, f...
- Sat Apr 28, 2018 6:40 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Electric Boiler
- Replies: 16
- Views: 9632
Re: [MOD 0.15.x] Electric Boiler
So far the vanilla part is working but the bob's integration is getting a little more complicated to make it work.
Should I release the 0.16 patch already and then just update with bob's integration or should I launch both at the same time?
Should I release the 0.16 patch already and then just update with bob's integration or should I launch both at the same time?
- Mon Apr 23, 2018 10:46 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Electric Boiler
- Replies: 16
- Views: 9632
Re: [MOD 0.15.x] Electric Boiler
Hello,
Working on the changes you've suggested, so far the skeleton of the changes is ready just needs testing.
Working on the changes you've suggested, so far the skeleton of the changes is ready just needs testing.
- Sat Mar 31, 2018 5:19 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 362716
Re: [0.16.x] Bob's Mods: General Discussion
After these changes, modders be like: https://media.giphy.com/media/12XMGIWtrHBl5e/giphy.gif But with my monster modpack it didn't break anything, so I'm probably doing something wrong, I guess... I'm using all angel's, all bob's, all omni's and a shitton of generic mods that changes a few things he...
- Thu Mar 15, 2018 1:00 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 362716
Re: [0.16.x] Bob's Mods: General Discussion
Mobius - I've read your post many times and am still not following what you're saying. I'm assuming you're talking about a modification of my powerbars concept. take the belt progression for example, it goes yellow, red, blue, light green, purple, that same color scheme works for assemblers, angel'...
- Sun Mar 11, 2018 1:28 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 362716
Re: [0.16.x] Bob's Mods: General Discussion
Make inserters behave in the same patter as ShinyBob's GFX layout: Lvl 0 - burner inserter = black Lvl 1 - yellow inserter = yellow Lvl 2 - blue inserter = red Lvl 3 - stack inserter = Blue Lvl 4 - Filter inserter = Bob's light green Lvl 5 - Express inserters = Bob's Purple To organize the items pro...
- Fri Feb 23, 2018 11:31 pm
- Forum: News
- Topic: Friday Facts #231 - Belt compression & Crash log uploading
- Replies: 89
- Views: 50297
Re: Friday Facts #231 - Belt compression & Crash log uploading
About the AMD Ryzen debug process: Its an AM4 socket processor, used with DDR4 memories that usually operates on OC mode. I personally think that the :PrepareRow procedure causes the crash because factorio is deterministic and the Ryzen Processor has its "40% gain" on using QuickSort on th...
- Thu Feb 08, 2018 9:43 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571145
Re: Development and Discussion
Hey there, I'd like to start with a great thank you for spending your time creating such a huge modpack, Factorio would be godamm boring without your mods, they're amazing. I'd like to drop some ideas here if you don't mind, maybe something becomes interesting and can be salvaged from my madness! So...