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 ...
Search found 21 matches
- 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
- 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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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.
EDIT: Appears to just be the "Flying Fortress" Aircraft.
- 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 ...
- 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 ...
- 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 ...
- 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!
- Thu Apr 27, 2017 11:59 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 643912
- 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 ...
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 ...
- 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?
Thank you sir, your tip put me in the right direction!torne wrote:Just have your circuit set the filter to nothing when you want it to be disabled.
- 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.
- 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 ...
(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 ...
- 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 ...
http://i.imgur.com/DDC3LP6.png
Lager Image ...
- 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 ...
(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 ...
- 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 ...
- 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 ...
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 ...
- 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!