Search found 21 matches

by London_
Fri Mar 30, 2018 8:03 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 172970

Re: [MOD 0.16] Miniloader

Bob's logistics added black belts as an optional thing and I think that's what messed up your mod this time around.
E: It's definitely logistics. Worked fine after reverting to version 0.16.15

Here's the loading screen error:
miniloaders.jpg
miniloaders.jpg (19.79 KiB) Viewed 7389 times
Log attached if it even says anything.
by London_
Sun Mar 11, 2018 8:00 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 172970

Re: [MOD 0.16] Miniloader

The new bob's fast inserter is called "red inserter" behind the scenes I believe. Can't make any more loaders until this is fixed!

All the other tiers updated their recipe just fine though.
by London_
Sun Feb 11, 2018 9:26 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 172970

Re: [MOD 0.16] Miniloader

I got a crash when removing a T5 loader (purple belt, 66.666.. items/sec) that had tinned wire. Picture at the moment of the crash, arrow points to the tile where I removed the miniloader from: crash.jpg Log attached. Link to my save: https://drive.google.com/open?id=1u03vCdKG66u3Q9VQCsWEgfYH9QAJHxO...
by London_
Fri Sep 08, 2017 7:43 am
Forum: Resolved Problems and Bugs
Topic: [Dominik] [for 0.16] [15.25] Steam Achievements copied from my account to another
Replies: 11
Views: 5280

Re: [Dominik] [for 0.16] [15.25] Steam Achievements copied from my account to another

Dominik: Create a button in the options that can be used to reset all the achievements, even on steam. I would hope there's 2 or even 3 layers of confirmation on that. Long press and hold, key+click, stuff like that. Since I assume there wouldn't be any undo option, having it be near impossible to ...
by London_
Mon Sep 04, 2017 8:38 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [15.33] Automatic rail placement does not place directly under cursor
Replies: 3
Views: 3865

[kovarex] [15.33] Automatic rail placement does not place directly under cursor

When placing track when left clicking the green arrow on tracks the pieces are 1 piece behind the cursor at all times. https://gyazo.com/15b59081dcc10e55c4042283b20b7dc5 However when you Shift+left click to have the game try and meet your mouse, it stays right on top of your mouse. https://gyazo.com...
by London_
Thu Aug 31, 2017 2:09 pm
Forum: Not a bug
Topic: Rocket launches even when output slot is full
Replies: 37
Views: 21422

Re: Rocket launches even when output slot is full

So I don't think the game will become unplayable slow as fast as you think. Even so, there's no other thing in the game that will overflow itself without player intervention (power armor removal, full inv and deconstruct an assembler). The dev's aren't going to suddenly add that into the game. I Wo...
by London_
Thu Aug 31, 2017 11:51 am
Forum: Not a bug
Topic: Rocket launches even when output slot is full
Replies: 37
Views: 21422

Re: Rocket launches even when output slot is full

Here is a crazy idea that might fit both ideas. When a space science is added to the silo but the silo is full the excess is placed on the ground around the silo. That way the resources are not wasted, it is obvious something is going wrong and the user has to do something to fix it. That's asking ...
by London_
Wed Aug 23, 2017 4:58 pm
Forum: Won't fix.
Topic: [0.15.33]Side by side curved belts completely stop player
Replies: 5
Views: 2426

Re: [0.15.33]Side by side curved belts completely stop player

But I can walk up the fast belt just fine, why is it that the corners are problematic? Are the corners the only areas where the effect of two belts side by side actually stack? The fact I can walk right up express belts if they were a floor mat but can't when reaching ones that happen to be corners...
by London_
Wed Aug 23, 2017 1:06 pm
Forum: Won't fix.
Topic: [0.15.33]Side by side curved belts completely stop player
Replies: 5
Views: 2426

Re: [0.15.33]Side by side curved belts completely stop player

But I can walk up the fast belt just fine, why is it that the corners are problematic? Are the corners the only areas where the effect of two belts side by side actually stack? The fact I can walk right up express belts if they were a floor mat but can't when reaching ones that happen to be corners ...
by London_
Wed Aug 23, 2017 12:05 pm
Forum: Won't fix.
Topic: [0.15.33]Side by side curved belts completely stop player
Replies: 5
Views: 2426

[0.15.33]Side by side curved belts completely stop player

When 2 sets of belts are placed next to each other in a T shape pointing down, if the player tries to walk up between them or even to the side a little bit they will get stuck. Gif of issue: https://gyazo.com/e61ec184e5543005d2ae0c2974729b21 Notice that I even get sucked in towards the problem area(...
by London_
Sun Aug 20, 2017 1:53 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1366212

Re: Bugs & FAQ

The newest ore silo's addon update broke the mod for me. I play on 0.15.33
silo error.jpg
silo error.jpg (28.86 KiB) Viewed 8260 times
by London_
Wed Aug 09, 2017 1:33 pm
Forum: Not a bug
Topic: [0.15.32] inserters not filling chests
Replies: 8
Views: 3017

Re: [0.15.32] inserters not filling chests

Patashu wrote:I have definitely seen setups in my own games where inserters take turns, though. Is there some arcane underlying logic that decides whether you get turn taking or a single inserter monopolizing it all?
Might be based on chunk boundaries since the game has an order to the way it updates.
by London_
Sat Aug 05, 2017 3:13 pm
Forum: Duplicates
Topic: [0.15.32]Modules don't appear in miners when BP in hand
Replies: 2
Views: 1439

Re: [0.15.32]Modules don't appear in miners when BP in hand

This also appears to happen with beacons, which really should show what modules are in them. In vanilla it's pretty much always speed modules but with bob's mods or something which adds more module types, it would be helpful.

BP: https://pastebin.com/U5KSifcs
modules4.jpg
modules4.jpg (25.24 KiB) Viewed 1433 times
modules5.jpg
modules5.jpg (84.87 KiB) Viewed 1433 times
by London_
Sat Aug 05, 2017 2:46 pm
Forum: Duplicates
Topic: [0.15.32]Modules don't appear in miners when BP in hand
Replies: 2
Views: 1439

[0.15.32]Modules don't appear in miners when BP in hand

Most building ghosts when you're holding a blueprint will show the modules in them. It appears that miners don't. This makes it impossible to see if this is a regular miner blueprint or one with speed modules in them. Unless you name it, but it should still show the modules. Blueprints used: Miners:...
by London_
Tue Aug 01, 2017 3:15 pm
Forum: Won't fix.
Topic: [0.15.31]Rockets look like they bump each other
Replies: 4
Views: 2691

[0.15.31]Rockets look like they bump each other

I'm fairly certain this is just the graphic of the rocket fired first going from in front of the second rocket to behind it, but it looks almost like the faster rocket bumps into the slower one giving it a boost and slowing itself down. https://gyazo.com/de8e45c8ee322306f166eae842486146 https://i.gy...
by London_
Sun Jul 30, 2017 3:34 pm
Forum: Not a bug
Topic: [0.15.31]Nuke Creates Thousands of active entities
Replies: 5
Views: 2494

Re: [0.15.31]Nuke Creates Thousands of active entities

This is about what I figured would happen, but I do hope the sticks change to something that has negligible impact on game performance in .016 because it ruins the flow of the game when trying to clear trees for building space and my performance is cut in half because of something that doesn't move ...
by London_
Sun Jul 30, 2017 4:47 am
Forum: Not a bug
Topic: [0.15.31]Nuke Creates Thousands of active entities
Replies: 5
Views: 2494

[0.15.31]Nuke Creates Thousands of active entities

First, I know this everything is "working as intended" but it is detrimental to game play nevertheless. OS: Win10 Laptop. 8GB RAM, i5-6200U, 2.4Ghz, and only 2 cores. When playing with nukes as the tree-killer deluxe, Whenever I hit a particularly large patch of trees I always noticed a lo...
by London_
Mon Jul 03, 2017 9:16 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.15.26][Minor]Arithmetic dropdown in trains goes offscreen
Replies: 1
Views: 1175

[Twinsen] [0.15.26][Minor]Arithmetic dropdown in trains goes offscreen

Sys: Win10 Home, 64 bit I play on Steam. While playing Windowed on my 1600x900 monitor, I was setting conditions for my trains I noticed that the drop-down that has >, <, =, etc. goes off of the bottom of my screen. This can be fixed by moving the window around, but I feel like it should become a &q...
by London_
Sat Jul 01, 2017 10:52 am
Forum: Ideas and Suggestions
Topic: Construction robots don't prioritize storage chests
Replies: 24
Views: 13856

Re: [.15.26] Construction robots don't prioritize storage chests

What should happen: Construction robots should pull items from the storage chest to place on the ghosts unless the storage chest is empty But, why should it behave that way? When asking from the logistic request slots in my inventory my logistic bots pull from the storage chests before they do pass...
by London_
Sat Jul 01, 2017 3:22 am
Forum: Not a bug
Topic: [0.15.26] Inserter base rotates, hand doesn't without power
Replies: 1
Views: 1345

[0.15.26] Inserter base rotates, hand doesn't without power

If I remember correctly, inserter bases and hands rotates at the same time in previous versions (maybe just back in .14?). Currently only the base rotates, making it appear as if the inserter wasn't rotated in the first place if not for the arrow when hovering over the inserter. The Burner Inserter ...

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