Search found 11 matches
- Sat Jul 18, 2020 5:06 am
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 32973
Re: Friday Facts #356 - Blueprint library for real
I too was a little concerned when I checked for the FFF this afternoon and didn't seen anything posted yet. Looks like this one was worth the wait. Quite the read and I am very happy to hear that you are doing better and bonding with your son :). These are the things in life that really matter! Than...
- Tue Sep 03, 2019 10:12 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 75455
Re: [0.17] Please post bugs and balance issues here.
The fix worked. Thanks for the quick reaction Bob!bobingabout wrote: βTue Sep 03, 2019 8:58 pmI posted the patch notes, then screwed up the uploads, so it took me a few minutes to actually upload the latest version.
The fix should be up and ready to download now.
Now I can try to finally get robots going in my SeaBlock playthrough

- Tue Sep 03, 2019 8:29 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 75455
Re: [0.17] Please post bugs and balance issues here.
I am getting the same error as some of the users above when trying to load a map with Bob's Logistics installed: "Failed to load mods: Error while running setup for entity prototype "pump" (pump): next_upgrade target (bob-pump-2) must have the same bounding box. Mods to be disabled: b...
- Fri Jun 28, 2019 4:37 pm
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 17170
Re: Friday Facts #301 - Crash site: First state
Does this have to do with the game development? (took 79 tries to get it right?)
Maybe it has to do with the backstory where there are countless other Factorio technicians that went splat when they hit the planet?
The masses need an answer!
- Wed Nov 21, 2018 4:50 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 57019
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
So now we have green circuits mixed on our uranium belt. Great job devs *twitch* lol
- Fri Sep 28, 2018 5:34 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 34770
Re: Friday Facts #262 - Hello my name is: Compilatron
Does this mean with the path finding open to modders, someone would be able to make a mod to potentially fix some of the biter pathfinding issues for late game megabase style builds? I ran into an issue with my 1K SPM vanilla base when I started using artillery. There would be huge packs of biters n...
- Tue Feb 06, 2018 7:45 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 787713
Re: [0.15] Sea Block Pack 0.1.7
Has anyone come across a working .16 version of Science Cost Tweaker that we can use with this Seablock Pack to give the updated recipes?
I am enjoying the latest version of Seablock but am sorely missing the complicated recipes from SCT that I used on the .15 version
Thanks!
I am enjoying the latest version of Seablock but am sorely missing the complicated recipes from SCT that I used on the .15 version

Thanks!
- Sat Dec 16, 2017 4:50 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 560
- Views: 208748
Re: Thank you (Make the dev-team happy today!)
Hey guys, I have been reading your FFF blog entries ever since I bought the game a few years ago. I really appreciate the work you have put into this game (I have probably bought about 8 copies on steam to get family and friends hooked lol). The amount of effort you put into getting those t-shirt or...
- Tue Jun 13, 2017 4:39 am
- Forum: Pending
- Topic: (0.15.19) Blueprinted Big Electric Pole misses auto-connect
- Replies: 11
- Views: 3016
Re: (0.15.19) Blueprinted Big Electric Pole misses auto-connect
I completely agree that the number of connections should not be unlimited. However, I can see many instances where having an automatic wire connection limit of only 5 would cause reasonable blueprint setups to fail. I would guess that for every player that actually reports this issue, there are anot...
- Tue Jun 13, 2017 12:28 am
- Forum: Pending
- Topic: (0.15.19) Blueprinted Big Electric Pole misses auto-connect
- Replies: 11
- Views: 3016
Re: (0.15.19) Blueprinted Big Electric Pole misses auto-connect
Here is a copy of my savefile right after the problem occurs: https://drive.google.com/open?id=0B9mH3ED1tt-MekVYeHRnLVhnd0k I have also attached my logfile factorio-current.log Here is the blueprint string for the radar outpost that I was building: Blueprint String.txt And now the screenshots :) Her...
- Fri Jun 09, 2017 11:57 am
- Forum: Pending
- Topic: (0.15.19) Blueprinted Big Electric Pole misses auto-connect
- Replies: 11
- Views: 3016
(0.15.19) Blueprinted Big Electric Pole misses auto-connect
Good morning, I am running a 2 player game with my friend and experienced the following suspected bug last night. I already checked to see if this was related to an existing bug report for blueprints not saving manual power pole connections in the "Wont Fix" folder. This bug is related to ...