Search found 14 matches

by AzraelSorrow
Thu Dec 21, 2017 10:57 pm
Forum: PyMods
Topic: pY Fusion Energy - Discussion
Replies: 552
Views: 191895

Re: [MOD 0.16.x] pY Fusion Energy

Well, I'll consider myself a tester then because this is the sort of thing that should be an option anyway. The all or nothing stuff is kind of a let down because this mod looks incredible and I really want to use it, but I'm not a fan of the excess materials Bob's mods add.
by AzraelSorrow
Thu Dec 21, 2017 10:48 pm
Forum: PyMods
Topic: pY Fusion Energy - Discussion
Replies: 552
Views: 191895

Re: [MOD 0.16.x] pY Fusion Energy

Gave myself an idea there. Going through and removing all of the "if Bob's" things in this and pycoal makes it work with my mod set up. It acts as if your 2 mods are running with vanilla and not Bob's mods but allows me to use those Bob's mods I want.
by AzraelSorrow
Thu Dec 21, 2017 10:42 pm
Forum: PyMods
Topic: pY Fusion Energy - Discussion
Replies: 552
Views: 191895

Re: [MOD 0.16.x] pY Fusion Energy

Well, that's unfortunate. It's not even a compatibility issue. It's an issue with the compatibility for Bob's mods that's forced into it. :/
by AzraelSorrow
Thu Dec 21, 2017 10:32 pm
Forum: PyMods
Topic: pY Fusion Energy - Discussion
Replies: 552
Views: 191895

Re: [MOD 0.16.x] pY Fusion Energy

Okay, but is there a way to get it to act like it's running with vanilla without bob's ore/plate and the the other ones that make to heavily different present?
by AzraelSorrow
Thu Dec 21, 2017 10:21 pm
Forum: PyMods
Topic: pY Fusion Energy - Discussion
Replies: 552
Views: 191895

Re: [MOD 0.16.x] pY Fusion Energy

So, there's no way I can get this to work even though I'm not running Bob's mods that add non-vanilla things that this mod uses? Like Carbon for example. I get an error saying it's a nil value when I try to run it, but none of my mods add carbon, so why is it an issue if this mod can run on vanilla ...
by AzraelSorrow
Thu Dec 21, 2017 10:12 pm
Forum: PyMods
Topic: pY Fusion Energy - Discussion
Replies: 552
Views: 191895

Re: [MOD 0.16.x] pY Fusion Energy

I run a very bare bones portion of Bob's mods having things as mostly vanilla but more modular thanks to Bob's mod. I only use Bob's Power, Modules, Mining, Logistics, Tech, and Assembly. None of these add any of the ores/plates/etc and keep everything very vanilla, but a bit enhanced. Is it possibl...
by AzraelSorrow
Wed Dec 20, 2017 7:12 pm
Forum: Modding help
Topic: Help updating Single Splitters for .16
Replies: 5
Views: 1878

Re: Help updating Single Splitters for .16

Well, removing line 13 from control.lua let's the mod load. However, the single splitter does nothing when placed. :/ Progress I guess. So it's know, the line in control.lua in question that's causing the issue is: "script.on_event(defines.events.on_preplayer_mined_item, function(event) OnPrePl...
by AzraelSorrow
Wed Dec 20, 2017 5:56 pm
Forum: Modding help
Topic: Help updating Single Splitters for .16
Replies: 5
Views: 1878

Re: Help updating Single Splitters for .16

New issue. I can launch the game fine now, but when I try to load a save or even make a new game it says "Notice First argument must be a number, table, or string. stack traceback; <box symbol I can't type or c/p>__Single-Splitter__/control.lua:in main chunk". I have tried going into the c...
by AzraelSorrow
Wed Dec 20, 2017 5:09 pm
Forum: Modding help
Topic: Help updating Single Splitters for .16
Replies: 5
Views: 1878

Re: Help updating Single Splitters for .16

It was the "icon_size" value in the recipe.lua that I missed. Thank you!
by AzraelSorrow
Wed Dec 20, 2017 4:57 am
Forum: Modding help
Topic: Help updating Single Splitters for .16
Replies: 5
Views: 1878

Help updating Single Splitters for .16

Can some one help me out with updating this mod for .16? https://mods.factorio.com/mods/Razorin/Single-Splitter The author doesn't appear to be active at the moment. I tried updating it myself thinking it'd be pretty easy as it only contains a single items, but when I update the version, I get some ...
by AzraelSorrow
Tue Dec 19, 2017 9:14 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326664

Re: [0.16.x] Bob's Mods: General Discussion

I've made a thread about this exact issue and Bob says he's looking into it. Ups, I'm really sorry I didn't saw it before. But good to know. Thank you for the info!!! Nah, you're good. Can't read all the threads, just wanted to let you know so you knew it was in the works. Speaking of, the newest r...
by AzraelSorrow
Tue Dec 19, 2017 8:23 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326664

Re: [0.16.x] Bob's Mods: General Discussion

Hello, I'm not sure, but I think I found a "bug" in the Boiler MK2 and Boiler MK3. If they are powered up, they are producing hot water and not steam, so the stronger versions of the Steam engines (normal and MK2) are not getting the correct ressouce. This shut down my whole production fo...
by AzraelSorrow
Tue Dec 19, 2017 6:47 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326664

Re: [0.16.x] Bob's Mods: General Discussion

For some reason, my boilers are now outputting water as of the .16 update. As you can imagine, supplying power is a slight issue.
by AzraelSorrow
Tue Dec 19, 2017 3:35 am
Forum: Bob's mods
Topic: Issues with boilers on .16
Replies: 1
Views: 1345

Issues with boilers on .16

For some reason, my boilers are now outputting water as of the .16 update. As you can imagine, supplying power is a slight issue.

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