Search found 21 matches

by SphynxLoL
Fri May 12, 2017 6:12 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.10] "Unable to create sprite" While saving.
Replies: 2
Views: 2878

Re: [0.15.10] "Unable to create sprite" While saving.

Lowering the sprite resolution seems to have alleviated the issue for now. Never was an issue up until now. Quite curious as to what has changed that would have caused this error.

EDIT: It appears I had an Nvidia auto update applied last night. I have an incline that there is some conflict that is ...
by SphynxLoL
Fri May 12, 2017 4:11 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.10] "Unable to create sprite" While saving.
Replies: 2
Views: 2878

[0.15.10] "Unable to create sprite" While saving.

After updating to 0.15.10 I cannot save my game at all. Manual saving gives me a "Unable to create sprite" auto save pops the same message up at every auto save interval. Checked the logs and there is nothing showing that error. Here they are anyways. Unable to play due to not being able to save ...
by SphynxLoL
Wed May 10, 2017 2:51 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1640897

Re: Bugs & FAQ

Not sure if this has been posted already or if it's even a bug. Using Angels Petro, it is required to use a "Converter Valve" in order to fuel mining drills with sulfuric acid. Angel's Sulfuric acid will not work on it's own. It must first be converted to the "Vanilla" Sulfuric Acid. Spent 10-15 ...
by SphynxLoL
Tue May 09, 2017 2:45 pm
Forum: Modding discussion
Topic: Rectangular Roboport Zones?
Replies: 2
Views: 1720

Rectangular Roboport Zones?

I have a fairly simple idea for a mod that I was thinking might be a good place to start learning/putting together my first mod. Essentially I wanted to make a roboport that was 2x2 with ONLY a construction zone that is about 6x18 (rotatable). This would be a great way to set up cheaper roboports ...
by SphynxLoL
Fri May 05, 2017 3:01 pm
Forum: Mods
Topic: [.13-1.1.109] Aircraft (1.8.9)
Replies: 192
Views: 148640

Re: [0.13|0.14.23|0.15.6] Aircraft (1.3.3)

0.15.7 seems to have broken the mod. Aircrafts are no longer consuming fuel.

EDIT: Appears to just be the "Flying Fortress" Aircraft.

In my testing with just aircraft on 15.7, all of them still consume fuel while flying. It's more likely that something you're using is incompatible somewhere ...
by SphynxLoL
Fri May 05, 2017 1:52 pm
Forum: Mods
Topic: [.13-1.1.109] Aircraft (1.8.9)
Replies: 192
Views: 148640

Re: [0.13|0.14.23|0.15.6] Aircraft (1.3.3)

0.15.7 seems to have broken the mod. Aircrafts are no longer consuming fuel.

EDIT: Appears to just be the "Flying Fortress" Aircraft.
by SphynxLoL
Wed May 03, 2017 5:20 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 369794

Re: [Mod 0.14/0.15] Logistic Train Network 1.2.1

It seems the in game config changes aren't applying (or sticking). When I load into my game the log gets set to 2 and I have to set it to 1 every time (through in game mod config menu). I haven't actually went into the config.lua to change the number. Just a heads up! Thanks again for all your help ...
by SphynxLoL
Tue May 02, 2017 10:08 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 444832

Re: [0.15.x] Bob's Mods: General Discussion

Inserters from logistics mod seem to keep holding items in their hands. Just picked up the logistics mod, running Logistic Train Network as well. Vanilla Inserters never kept anything in their hand when a train had left the station. After the logistics mod was installed they all keep something in ...
by SphynxLoL
Sat Apr 29, 2017 1:35 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 369794

Re: [Mod 0.14/0.15] Logistic Train Network 1.1.2

Hey, Optera! Using the 2 constant and multiple decider setup for multiple delivery/request sizes pictured below. I run into an issue where multiple trains will get a schedule with whatever the smallest minimum delivery size is (for the bigger deliveries). Below is the setup. The only work around (to ...
by SphynxLoL
Fri Apr 28, 2017 3:06 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 444832

Re: [0.15.x] Bob's Mods: General Discussion

The suspense is killing me, Bob! Can't wait to see how this amazing mod suite ties in with 0.15 research. Dying to get your logistics and warfare back! Keep up the great work. Your hard work and dedication is greatly appreciated!
by SphynxLoL
Thu Apr 27, 2017 11:59 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 643912

Re: [MOD 0.14] AAI Programmable Vehicles

Picked up this error today. Not sure if it's a AAI PV or Detached Gun Sounds error. I'll just leave it here.

Image

Edit: Error keeps repeating making save nearly unplayable with the mod activated.
by SphynxLoL
Wed Apr 26, 2017 9:04 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 369794

Re: [Mod 0.14/0.15] Logistic Train Network 1.1.2

Welp, here it is. A near exact (+-10), filtered, AND inserter-resetting design that is also very compact.

http://i.imgur.com/558Uhtb.png

Left Arithmetic Combinator takes the trains contents (Red Wire from Station set to Read Train Contents) and outputs a red signal (Green wire going into right ...
by SphynxLoL
Wed Apr 26, 2017 8:32 pm
Forum: Gameplay Help
Topic: Set Filter AND Enable/Disable?
Replies: 3
Views: 3782

Re: Set Filter AND Enable/Disable?

torne wrote:Just have your circuit set the filter to nothing when you want it to be disabled.
Thank you sir, your tip put me in the right direction!
by SphynxLoL
Wed Apr 26, 2017 7:50 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 643912

Re: [MOD 0.14] AAI Programmable Vehicles

Yeah, just noticed. Same "Not Enough Chests" notification from WideChests when using the Zone Planner as well. I think you nailed the issue on the head. Not sure if the WideChest developer is still developing/maintaining the mod. I'll toss him a general bug report.
by SphynxLoL
Wed Apr 26, 2017 7:41 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 369794

Re: [Mod 0.14/0.15] Logistic Train Network 1.1.2

Playing around with the new "Read Train Contents" feature. I have come up with this design/formula.

(Requested amount*-1) + Train Contents = Yellow
(Each *-1) = Green ------ (Each*1) = Red
Green + Red = Yellow
Inserters only active when yellow < 0

Here is the issue I have ran into. Since the ...
by SphynxLoL
Wed Apr 26, 2017 7:36 pm
Forum: Gameplay Help
Topic: Set Filter AND Enable/Disable?
Replies: 3
Views: 3782

Set Filter AND Enable/Disable?

Possible or not? Through mods or any means. Working with Logistics Train Network and the new "Read Train Contents" I have a design that requires a filter inserter to be both Enabled/disabled and have it's filter set when a train comes to pick up items.

http://i.imgur.com/DDC3LP6.png
Lager Image ...
by SphynxLoL
Wed Apr 26, 2017 6:57 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 369794

Re: [Mod 0.14/0.15] Logistic Train Network 1.1.2

Playing around with the new "Read Train Contents" feature. I have come up with this design/formula.

(Requested amount*-1) + Train Contents = Yellow
(Each *-1) = Green ------ (Each*1) = Red
Green + Red = Yellow
Inserters only active when yellow < 0

Here is the issue I have ran into. Since the ...
by SphynxLoL
Wed Apr 26, 2017 2:52 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 643912

Re: [MOD 0.14] AAI Programmable Vehicles

There is a strange interaction between the WideChests mod Chest Merging Tool (json tweaked update) and the Unit Remote control. It seems they both use the same tool ID. When I use the remote to control my units, I get a "Not Enough Chests Found" message from WideChests. No incompatibilities, errors ...
by SphynxLoL
Tue Apr 25, 2017 8:50 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 369794

Re: [Mod 0.14/0.15] Logistic Train Network 1.1.2

Here's a quick patch making LTN run with 0.15.
None of the features of 0.15 like fluid wagons, new events, smarter short circuit detection, asf are implemented yet. I originally didn't plan releasing this quick fix, but it seems like RailTanker will not be continued so you will need a way to ...
by SphynxLoL
Tue Apr 25, 2017 2:38 pm
Forum: Not a bug
Topic: Automated Construction research is missing.
Replies: 2
Views: 1400

Re: Automated Construction research is missing.

Ahh, must have missed that in the patch notes. Thank you very much!

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