Search found 18 matches

by Jessea2010
Sat May 11, 2019 4:28 pm
Forum: Mods
Topic: [0.17+] Central Rails
Replies: 27
Views: 8638

Re: [0.17+] Central Rails

Ya I want to use this, or something like it.
by Jessea2010
Sat May 11, 2019 6:48 am
Forum: Mods
Topic: [0.17+] Central Rails
Replies: 27
Views: 8638

Re: [0.17+] Central Rails

So I have another request...How about spacing between the 2 center rails. So I have quite a few BPs with a spacing of 3 rails between them or 6 squares instead of 4. But still 2 rails between the outside rails...Does that make sense... Oh and thanks for the changelog. :D Oh and "Color Coding&qu...
by Jessea2010
Sat May 11, 2019 6:45 am
Forum: Mods
Topic: [0.17+] Central Rails
Replies: 27
Views: 8638

Re: [0.17+] Central Rails

Does "central rails" mean something specific? It's hard to imagine what the mod does. Puts some rails down assume, in what shape and density, how far from the spawn, does it have signals, crossings, stations, anything else? The description is void and i don't have time to test mods that s...
by Jessea2010
Thu May 09, 2019 8:12 am
Forum: Mods
Topic: [0.17+] Central Rails
Replies: 27
Views: 8638

Re: [0.17+] Central Rails

Custom rails and floors are already in-plan. Substations not so much. What's your logic for these? Mostly to put solar panels between the rails. No other reason I can think of. Oh and Cargo Ships uses a rail for the pathing, even works with LTN, and its 1 square wide ( I think )...have to go look a...
by Jessea2010
Thu May 09, 2019 4:18 am
Forum: Mods
Topic: [0.17+] Central Rails
Replies: 27
Views: 8638

Re: [0.17+] Central Rails

Ideas: Substations ( possibly unmineable or you don't get it if you mine it. They are costly to make.) Different rail. ( recently ported a mod, naked rails, just to use it) Beautiful bridge railway Concreted rail. Floorings: like if Dectorio is present use the "gravel" or wood flooring. LO...
by Jessea2010
Thu May 09, 2019 3:31 am
Forum: Mods
Topic: [0.17+] Central Rails
Replies: 27
Views: 8638

Re: [0.17+] Central Rails

change log? Because my Factorio OCD kicks in and now I HAVE to update. With the change log I can decide to update later. LOL ;)

BTW. I really like this mod, I use it for every game.

Thanks
by Jessea2010
Sat May 04, 2019 3:50 am
Forum: Mods
Topic: [0.17+] Central Rails
Replies: 27
Views: 8638

Re: [0.17+] Central Rails

Nice, Just updated to new 0.0.4. I like the settings. Just wondering though, you have the settings as Map and not startup, so if I change the setting in game, what happens? :D Thank you for this BTW. Edit: Looks Like your "killzone" could use to be a few squares bigger, like 2 on either si...
by Jessea2010
Thu May 02, 2019 8:51 am
Forum: Mods
Topic: [0.17+] Central Rails
Replies: 27
Views: 8638

Re: [0.17+] Central Rails

When Is the next release?
by Jessea2010
Thu May 02, 2019 12:17 am
Forum: Mods
Topic: [MOD 1.0.0] SunResources
Replies: 70
Views: 28301

Re: [MOD 0.17.x] SunResources

So I wondering if you could make the ore patches Blue-printable? I didn't even think about it until I was using Noxy's water fill mod and realized the water fill is blue-printable. Just a thought, Thank you.
by Jessea2010
Tue Apr 30, 2019 2:13 am
Forum: Mods
Topic: [0.17+] Central Rails
Replies: 27
Views: 8638

Re: [0.17+] Central Rails

Well, here is your mod with a few changes.

4 lane rail.
Refined Concrete.
by Jessea2010
Tue Feb 26, 2019 9:54 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 142145

Re: 0.17 released. Post bugs and balance feedback

Clock is fixed. Thank you again. :D
by Jessea2010
Tue Feb 26, 2019 9:29 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 142145

Re: 0.17 released. Post bugs and balance feedback

Ok, just tried with Clock, on a new map. Error while running event clock::on_tick (ID 0) __clock__/control.lus:67: attempt to index field 'clockGUI' (a nil value) stack traceback: __clock__/control.lua:67: in function<__clock__/control.lua:57> Non-recoverable error P.S. Thank you!! Your mods are awe...
by Jessea2010
Tue Feb 26, 2019 9:21 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 142145

Re: 0.17 released. Post bugs and balance feedback

Yes, library is installed.. ALL other Bob's Mods work.
by Jessea2010
Tue Feb 26, 2019 9:10 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 142145

Re: 0.17 released. Post bugs and balance feedback

Failed to load mods:__bobmodules__/data.lua:46: attempt to call global "productivitymodulelimitation' (a nil value)
stack traceback:
__bobmodules__/data.lua:46: in main chunk
by Jessea2010
Sat Dec 23, 2017 6:31 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 615605

Re: [MOD 0.16.x] pY Coal Processing

Pyanodon and Nexela, I would like to say that you are awesome and I really appreciate your hard work on these mods to get them to .16.

I am very excited to play these mods.

I was wondering if anyone has sample, beginning Blueprints or any blueprints for pY Coal?

Thank you again.
by Jessea2010
Fri Dec 22, 2017 2:36 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 615605

Re: [MOD 0.16.x] pY Coal Processing

OK, so I have played Bobs, bobs +Angels+AAI+Omnimatter, and a whole lot of others. I seriously love your buildings and graphics...But Please tell me why to make a seedling(Bob's Greenhouse) I need sand casting and Fuelrod? I think maybe your recipes are messed up... Also have vanilla recipes for sci...
by Jessea2010
Thu Dec 21, 2017 5:11 pm
Forum: Duplicates
Topic: [Kovarex] [0.16.4] missing train auto/manual switch ...
Replies: 6
Views: 3231

Re: [0.16.4] missing train auto/manual switch ...

Loewchen wrote:This save has been modded with a "save-file mod", if you can produce this issue with a not modified save, let us know.
It happens with any Inventory increase. Try with wormmus config mod. Set inventory size to 1000 and you will see.
by Jessea2010
Fri Dec 15, 2017 5:39 pm
Forum: Pending
Topic: [0.15.37] Crash on start on: "_al_d3d_sync_bitmap"
Replies: 9
Views: 3001

sorry

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