Search found 20 matches

by Hellspawn
Mon Jul 20, 2020 11:03 am
Forum: Ideas and Suggestions
Topic: New Feature: Allow reordering logistics requester slots
Replies: 8
Views: 8146

Re: New Feature: Allow reordering logistics requester slots

Hi I just wanne hope in a give that idea a big +1! I play a Seablock A+B Game with a hell of a lot of items i wanne requesting/get ride of with the help of the logistic slots. I have almost 300 different slots in use and it´s really anoing to try to find the item you looking for to change its value....
by Hellspawn
Fri Mar 06, 2020 9:35 pm
Forum: News
Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
Replies: 74
Views: 11852

Re: Friday Facts #337 - Statistics GUI and Mod Debugger

"You can also see we took this opportunity to integrate the Kill statistics in with the rest, instead of being its own window with its own hotkey." Me: Oh cool, they add a kill statistic to the game! :) ... Me: Oh wait... this is already in the game... :shock: ... Soory for being a noob, i...
by Hellspawn
Fri Mar 06, 2020 10:32 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3713
Views: 773432

Re: Development and Discussion

Looking through all the new Bio stuff on my Seablock. Trying to determine how I can get a supply of "small biters" to start my biter zoos, given that seablock turns off everything but worms? I can't find any recipes in FNEI to create them (just cut them up into meat, and to breed them). A...
by Hellspawn
Sat Feb 29, 2020 7:17 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3713
Views: 773432

Re: Development and Discussion

Hi Santa, thank you a lot for updating the angels mod! :) Here is a feedback to the Angel Bio (current version with B+A & Seablock): I´m just (try to) build a working Biter production to get the shards for the modul production and installed some biter refugiums.... Dear Lord i hope you plan to u...
by Hellspawn
Thu Feb 13, 2020 1:48 pm
Forum: Mod portal Discussion
Topic: LTN Inventory Sensing
Replies: 1
Views: 456

Re: LTN Inventory Sensing

As far as i know there is no specific setting for your problem. Here is a idea i came up with using combinator: Read the contend of each induvidual storage and connect it to an combinator. Set the combinator to send a signal (e.g. "A") with set to "1" if the contend (e.g. iron or...
by Hellspawn
Thu Feb 13, 2020 10:40 am
Forum: Mod portal Discussion
Topic: Report stolen mods
Replies: 65
Views: 6130

Re: Report stolen mods

I can confirm your statement Boeng01. But i also would add something From what i observed is, that the true intention of Optera license was to us the phrase "such as" to limit modification to the mention files. From his point of view he totaly legitly complaining a license violation. (@Opt...
by Hellspawn
Wed Feb 12, 2020 7:08 pm
Forum: Logistic Train Network
Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Replies: 270
Views: 41572

Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN

Well said Boeng01!
by Hellspawn
Tue Feb 11, 2020 9:59 pm
Forum: Logistic Train Network
Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Replies: 270
Views: 41572

Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN

oh what have i done.... :shock: He guy´s calm down, it´s a game! From my point of view the situation is the following: LTN is a incredible great mod with all the credit to Optera! The LTN Tracker mod by Eduran, who is for unknown reason (I hope he is well and nothing serious....) not available, need...
by Hellspawn
Tue Feb 11, 2020 9:10 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3713
Views: 773432

Re: Development and Discussion

Ok, i tried to build a setup like that (im playing Seablock, dont know if that affect any of that). You are right, if i connect the existing stone from the rest of the factory, there is no stone issue. But if you like to have a independent "emergency" power supply it is really no to easy t...
by Hellspawn
Tue Feb 11, 2020 7:36 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3713
Views: 773432

Re: Development and Discussion

I think you did the "Brown Algae Processing" research? Which indeed unlocks tier 1 green algae production, which produces 20 green algae + 5 brown algae. There is another technology "Green Algae Processing", which is also only automation science, and this creates 40 green algae ...
by Hellspawn
Tue Feb 11, 2020 6:09 pm
Forum: Logistic Train Network
Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Replies: 270
Views: 41572

Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN

Sorry that was not ment to promote software violating licenses! I didnt read it bevor, no you mentioned it i read it. If i understand it correct, distributing a minor Bugfix Version isnt violating your licens Quote: "Exceptions to the no modification rule include: Minor bug fixes/tweak for comp...
by Hellspawn
Tue Feb 11, 2020 1:41 pm
Forum: Logistic Train Network
Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Replies: 270
Views: 41572

Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN

Since the original autor seams to abondend the mod if found this one:
https://mods.factorio.com/mod/ptx0_LTN_Tracker

It seams to work fine with the current (0.18) version.

Thanks to ptx0 for uploading a fixed version! :)
by Hellspawn
Tue Feb 11, 2020 1:29 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 689465

Re: [0.17] Sea Block Pack 0.3.8

vjbone wrote:
Tue Feb 11, 2020 6:41 am
Trainwreck wrote:
Mon Feb 10, 2020 9:51 am
  • Reduce neighbour bonus for heat source burners
:cry:
They are still really powerfull compared to the normal steam power generator setup ;)
by Hellspawn
Tue Feb 11, 2020 1:23 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3713
Views: 773432

Re: Development and Discussion

First i want to thank all of you helping to keep angel's mods alive. Great work. With the new update out, i figured out how helpful the shinyangelgfx (and shinybobsgfx of course) by Zombiee were. With all different tiers of buildings now having the same color it's just a mess keeping track on the d...
by Hellspawn
Mon Mar 18, 2019 11:59 am
Forum: General discussion
Topic: Woo! More Factorio development gifs!
Replies: 1
Views: 589

Re: Woo! More Factorio development gifs!

That´s true, best thread! :D And always remember when you write the next FFF: There are a lot of people (like me) waiting EVERY Friday to get the new FFF! :) And of course i know that this is a real burden to send them out every single Friday since 286 weeks! That is almost as incredible as the game...
by Hellspawn
Mon Jan 01, 2018 1:30 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [16.11] Crash on autosave REOPENED
Replies: 19
Views: 2137

Re: [kovarex] [16.11] Crash on autosave REOPENED

How can I reproduce the crash? Happy new year to you all! :) I did some testing today to get some more information about this bug. Here are my findings, i hope they help you nail down this bug :) - i removed all mods, pure vanilla now - the game now stops now and did not create a Error messages and...
by Hellspawn
Sun Dec 31, 2017 1:58 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [16.11] Crash on autosave REOPENED
Replies: 19
Views: 2137

Re: [kovarex] [16.11] Crash on autosave

Update 2:

I runs for a while without the AutoDecustructionMod but the it crashed again :(
by Hellspawn
Sun Dec 31, 2017 1:36 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [16.11] Crash on autosave REOPENED
Replies: 19
Views: 2137

Re: [kovarex] [16.11] Crash on autosave

Update:

I removed some mods and found, that the crash is related to the autoDeconstrution Mod. If i remove it, the autosave don´t crash the game :)

@Sandman2003:
you have the same Mod installed, could you try to remove it and check if this fix the problem as well?

Best Regards,

Hellspawn
by Hellspawn
Sun Dec 31, 2017 1:20 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [16.11] Crash on autosave REOPENED
Replies: 19
Views: 2137

Re: [kovarex] [16.11] Crash on autosave

kovarex wrote:Thanks for the report, it is fixed for 0.16.12
tested the map with 0.16.12

Same result, crashed with the next autosave :(
by Hellspawn
Sat Dec 30, 2017 9:57 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [16.11] Crash on autosave REOPENED
Replies: 19
Views: 2137

[kovarex] [16.11] Crash on autosave REOPENED

Crash evertime it autosaves. Game runs ~200h fine , no problem till 16.10/11 :(


How to reproduce:

1. Load attached save file
2. Just idle wait for the autosave

PS: you are awesome, awesome game!!! :)

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