Search found 14 matches
- Thu Mar 26, 2020 9:10 pm
- Forum: Ideas and Requests For Mods
- Topic: Looking for someone to take over Industrial Display Plates
- Replies: 3
- Views: 1912
Re: Looking for someone to take over Industrial Display Plates
ooh and that probably would have solved my request as well
- Thu Mar 26, 2020 8:38 pm
- Forum: Ideas and Requests For Mods
- Topic: Looking for someone to take over Industrial Display Plates
- Replies: 3
- Views: 1912
Re: Looking for someone to take over Industrial Display Plates
And here I was hoping to ask you for a feature request of making a version of the sign with a light background so that dark items show up easier, heh.
I don't have enough modding experience to take over, sorry about that.
I don't have enough modding experience to take over, sorry about that.
- Tue Mar 26, 2019 1:42 pm
- Forum: Not a bug
- Topic: [0.17.18] Save games are incompatible with previous versions.
- Replies: 1
- Views: 815
[0.17.18] Save games are incompatible with previous versions.
It is not possible to load a map that was saved in 0.17.18 in 0.17.17. This is unfortunate as there are a number of bugs with 0.17.18 that made reverting and waiting for the next version attractive.
- Fri Aug 24, 2018 4:25 pm
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 110
- Views: 62459
Re: Friday Facts #257 - NPE/Campaign update
I love the idea of having shallow water something you can walk on but not build on. This is a great idea that many games have implemented to allow easier movement while still restricting building. Please add a way for this to be added to free play, either as a craft-able thing as some have said or ...
- Sat Jul 21, 2018 5:03 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 75701
Re: [MOD 0.12.26] Picker: Easily select items from inventory
Error is being generated when PickerExtended tries to automatically sort the equipment grid on armors. Turning off "Automatically sort chests" prevents the error.
Script @__PickerExtended__/stdlib/event/event.lua:160: LuaEquipmentGrid doesn't contain key type.
stack traceback:
__PickerExtended ...
Script @__PickerExtended__/stdlib/event/event.lua:160: LuaEquipmentGrid doesn't contain key type.
stack traceback:
__PickerExtended ...
- Thu Jul 19, 2018 2:37 pm
- Forum: Desyncs with mods
- Topic: [0.16.47] Desync on connect with LTN for 2nd player
- Replies: 10
- Views: 6701
Re: [0.16.47] Desync on connect with LTN for 2nd player
Thanks for looking into things. After removing there-is-my-ghost completely we were able to get people loading into the world with LTN stations after a bit. At first we had a desync which I've posted here to maybe hopefully show why the desync is still happening, but after the first desync and ...
- Wed Jul 18, 2018 3:10 am
- Forum: Desyncs with mods
- Topic: [0.16.47] Desync on connect with LTN for 2nd player
- Replies: 10
- Views: 6701
Re: [0.16.47] Desync on connect with LTN for 2nd player
Sorry that it took me a while to get back to this. I have a desync log for you guys. Please fix this, I really want to use the Logistic train network in multiplayer :)
Reproduce:
Load world in multiplayer
Have second player join
Second player desyncs after downloading world.
desync-report ...
Reproduce:
Load world in multiplayer
Have second player join
Second player desyncs after downloading world.
desync-report ...
- Sat Jul 07, 2018 7:15 pm
- Forum: Desyncs with mods
- Topic: [0.16.47] Desync on connect with LTN for 2nd player
- Replies: 10
- Views: 6701
Re: [0.16.47] Desync on connect with LTN for 2nd player
I am having a similar issue in factorio 0.16.51. The first time we placed down LTN stations we were okay. But after saving exiting the game then coming back any other player besides the host desyncs from the game.
I have tried removing the LTN stations but the other players still cannot join.
Our ...
I have tried removing the LTN stations but the other players still cannot join.
Our ...
- Thu Jul 05, 2018 4:49 pm
- Forum: Mods
- Topic: [MOD 0.16] Inventory Quickbar
- Replies: 29
- Views: 14837
Re: [MOD 0.16] Inventory Quickbar
Hey GodsFather, there seems to be an issue with the latest version of Inventory Quickbar (0.16.9) and the latest version of factorio (0.16.51).
Here are a list of the issues I am having.
Even though I have 'use items in toolbelt' enabled, it sometimes use them but not all the time.
If I have ...
Here are a list of the issues I am having.
Even though I have 'use items in toolbelt' enabled, it sometimes use them but not all the time.
If I have ...
- Wed Mar 07, 2018 1:29 am
- Forum: Bob's mods
- Topic: [0.16.1] Bob's Character classes bug
- Replies: 2
- Views: 2208
[0.16.1] Bob's Character classes bug
For some reason, when using the Kumpuu's Helicopters mod with this one, you are unable to enter the helicopter from the left hand side. Not only that but when you exit the helicopter you are unable to leave the collision box of the helicopter. Normally you are placed outside the box but with ...
- Sat Mar 03, 2018 8:17 pm
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 157685
Re: [MOD 0.16.x] ShinyBob_0.16.x
In the lastest version, the Faster (Green) and Extremely Fast (Purple) belt colors have been swapped in ShinyBob_Icons and ShinyBob_Graphics.
Affects the following:
Transportation Belt
Underground Belt
Splitter
Edit: I now feel silly because there is an option in the startup mod settings ...
Affects the following:
Transportation Belt
Underground Belt
Splitter
Edit: I now feel silly because there is an option in the startup mod settings ...
- Sat Mar 03, 2018 8:06 pm
- Forum: Mods
- Topic: [MOD 0.16] Inventory Quickbar
- Replies: 29
- Views: 14837
Re: [MOD 0.16] Inventory Quickbar
I'm glad that you're interested in the ideas I had. I had another one if you are interested. Since there are mods that can affect logistic slots and trash slots, it would be awesome if the craft on missing could be toggled in the options to be craft or request on missing. And then each time you ...
- Thu Mar 01, 2018 1:59 am
- Forum: Mods
- Topic: [MOD 0.16] Inventory Quickbar
- Replies: 29
- Views: 14837
Re: [MOD 0.16] Inventory Quickbar
Ideas:
Add column and cell options to GUI settings:
I'd love an option in the new GUI settings for sliders or just inputs to control the number of columns and number of cells so that I don't have to open the mod settings panel in order to get the size I want.
Craft on missing item:
It would ...
Add column and cell options to GUI settings:
I'd love an option in the new GUI settings for sliders or just inputs to control the number of columns and number of cells so that I don't have to open the mod settings panel in order to get the size I want.
Craft on missing item:
It would ...
- Sat May 13, 2017 7:57 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 49119
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
When I try to flip a blueprint I get crashed to the main menu. The error is
I also crash when attempting to flip vertically.
Code: Select all
KBlueprints::kblueprints_flip_horizontally (ID 102) __KBlueprints__/control.lua:597:attempt to index local 'inv' (a nil value)