Search found 18 matches
- Sat May 11, 2019 4:28 pm
- Forum: Mods
- Topic: [0.17+] Central Rails
- Replies: 27
- Views: 9400
Re: [0.17+] Central Rails
Ya I want to use this, or something like it.
- Sat May 11, 2019 6:48 am
- Forum: Mods
- Topic: [0.17+] Central Rails
- Replies: 27
- Views: 9400
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...
- Sat May 11, 2019 6:45 am
- Forum: Mods
- Topic: [0.17+] Central Rails
- Replies: 27
- Views: 9400
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...
- Thu May 09, 2019 8:12 am
- Forum: Mods
- Topic: [0.17+] Central Rails
- Replies: 27
- Views: 9400
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...
- Thu May 09, 2019 4:18 am
- Forum: Mods
- Topic: [0.17+] Central Rails
- Replies: 27
- Views: 9400
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...
- Thu May 09, 2019 3:31 am
- Forum: Mods
- Topic: [0.17+] Central Rails
- Replies: 27
- Views: 9400
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
BTW. I really like this mod, I use it for every game.
Thanks
- Sat May 04, 2019 3:50 am
- Forum: Mods
- Topic: [0.17+] Central Rails
- Replies: 27
- Views: 9400
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...
- Thu May 02, 2019 8:51 am
- Forum: Mods
- Topic: [0.17+] Central Rails
- Replies: 27
- Views: 9400
Re: [0.17+] Central Rails
When Is the next release?
- Thu May 02, 2019 12:17 am
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 30536
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.
- Tue Apr 30, 2019 2:13 am
- Forum: Mods
- Topic: [0.17+] Central Rails
- Replies: 27
- Views: 9400
Re: [0.17+] Central Rails
Well, here is your mod with a few changes.
4 lane rail.
Refined Concrete.
4 lane rail.
Refined Concrete.
- Tue Feb 26, 2019 9:54 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 155536
Re: 0.17 released. Post bugs and balance feedback
Clock is fixed. Thank you again.
- Tue Feb 26, 2019 9:29 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 155536
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...
- Tue Feb 26, 2019 9:21 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 155536
Re: 0.17 released. Post bugs and balance feedback
Yes, library is installed.. ALL other Bob's Mods work.
- Tue Feb 26, 2019 9:10 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 155536
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
stack traceback:
__bobmodules__/data.lua:46: in main chunk
- Sat Dec 23, 2017 6:31 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 664925
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.
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.
- Fri Dec 22, 2017 2:36 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 664925
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...
- Thu Dec 21, 2017 5:11 pm
- Forum: Duplicates
- Topic: [Kovarex] [0.16.4] missing train auto/manual switch ...
- Replies: 6
- Views: 3473
Re: [0.16.4] missing train auto/manual switch ...
It happens with any Inventory increase. Try with wormmus config mod. Set inventory size to 1000 and you will see.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.
- Fri Dec 15, 2017 5:39 pm
- Forum: Pending
- Topic: [0.15.37] Crash on start on: "_al_d3d_sync_bitmap"
- Replies: 9
- Views: 3299