Search found 19 matches
- Fri Aug 07, 2020 6:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.40] Crash when starting new game - possible corrupted blueprint library?
- Replies: 2
- Views: 979
Re: [0.18.40] Crash when starting new game - possible corrupted blueprint library?
Can confirm no errors loading or starting a new game in 0.18.45 with those files back in place. Thank you!
- Sun Aug 02, 2020 5:01 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.40] Crash when starting new game - possible corrupted blueprint library?
- Replies: 2
- Views: 979
[0.18.40] Crash when starting new game - possible corrupted blueprint library?
I just updated from 0.18.38 -> 0.18.40 and immediately disabled a bunch of mods and enabled some other ones, then went to start a new freeplay game. Upon hitting TAB on the new game welcome message, factorio displayed the external error window and crashed to desktop. Logs seemed to indicate an issue...
- Sat Sep 21, 2019 4:03 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 400076
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
So IR + Lazy Bastard is only possible with the starter kit enabled in the options as making a lab is 99 crafts and packs are 6 crafts each for a total of 159 crafts needed to research automation. Copper assemblers are 90 crafts. Starting with the basics + a lab would still require 150 between the 10...
- Thu Sep 12, 2019 4:12 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 400076
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
i know it says incompatible with squeak through, but i mainly use squeak through because trees are such a pain to walk through, i dont suppose there is an alternative mod that will work but fix the tree issues? thanks for the mod. I use this - it does one thing and does it extremely well.... https:...
- Sun Sep 08, 2019 4:36 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 400076
Re: [MOD 0.17+] Industrial Revolution (0.9.x)
I noticed the projectors didn't make it into the release. Are they something still lined up for future or a scrapped idea?
- Sat Sep 07, 2019 5:07 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 400076
Re: [MOD 0.17+] Industrial Revolution (0.9.x)
The point of hand-crafting that first assembler is to remind you that every assembler you make makes crafting more assemblers faster, and faster, and faster. That is literally the game. So buffing hand-crafting will never happen. I get that the Almost Empty-Handed Start with a Surprisingly Long Bur...
- Fri Sep 06, 2019 1:19 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 400076
Re: [MOD 0.17+] Industrial Revolution (WIP)
- Mon Sep 02, 2019 6:09 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 400076
Re: [MOD 0.17+] Industrial Revolution (WIP)
But although I am desperate to play it, please release it when you are happy with it, not to an arbitrary deadline. I need this baby out the door. Otherwise it'll have me tinkering with it forever. Some things never finish unless you finish them. I think what I'll be doing is putting out a "0....
- Sun Sep 01, 2019 10:07 pm
- Forum: Resource Spawner Overhaul
- Topic: Regarding factorio 0.17.65 infinite ores change
- Replies: 2
- Views: 2712
Re: Regarding factorio 0.17.65 infinite ores change
Fixed that infinite item based resources with yield of more then 100% didn't actually mine more. So yield of 260% for example means that it mines 2 resources and 60% probability of 1 extra. This change makes all sorts of weirdness such as miners potentially spewing out hundreds of ore (each) per se...
- Sun Sep 01, 2019 6:30 pm
- Forum: Resource Spawner Overhaul
- Topic: Regarding factorio 0.17.65 infinite ores change
- Replies: 2
- Views: 2712
Regarding factorio 0.17.65 infinite ores change
Fixed that infinite item based resources with yield of more then 100% didn't actually mine more. So yield of 260% for example means that it mines 2 resources and 60% probability of 1 extra. This change makes all sorts of weirdness such as miners potentially spewing out hundreds of ore (each) per se...
- Thu Aug 29, 2019 3:04 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 400076
Re: [MOD 0.17+] Industrial Revolution (WIP)
Thanks for the info - It sounds like IRs approach will do exactly the thing that I use AAI for, namely making the beginning a little more interesting than plop down a burner miner and furnace and within 5 minutes I've got an electrically powered base started. Even with data-updates and data-final-fi...
- Thu Aug 29, 2019 1:44 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 400076
Re: [MOD 0.17+] Industrial Revolution (WIP)
Regarding the AAI compatibility - How involved is IR in the very early (pre-electric) stage and will AAI+IR feel different to a vanilla+AAI start? Also, AAI makes some sweeping changes to recipes to cause them to use earlier versions of tech (steel furnace requires a stone one, inserter requires a b...
- Wed Aug 28, 2019 11:41 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 400076
Re: [MOD 0.17+] Industrial Revolution (WIP)
I didn't realize you were taking a programmatic approach The whole backbone of the mod is procedural, especially the component system and the tech tree auto-build, down to the icons which are produced by matching Python scripts in Blender. Entity prototypes are about the only thing consistently def...
- Tue Jul 30, 2019 1:33 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 400076
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
Oh man I am really loving the style you've got going on here. Really looking forward to playing with these!
- Fri May 31, 2019 4:02 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208879
Re: [0.17.x] Bob's Mods: General Discussion
Updating to this on an existing game with RSO and Angels infinite ores deleted all the infinite patches of bobs ores with a popup saying the resources are deleted. I think you might need to wait until Angel updates his mod for that to not happen. he's working on it. Okiely dokiely! really enjoying ...
- Thu May 30, 2019 11:38 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208879
Re: [0.17.x] Bob's Mods: General Discussion
Updating to this on an existing game with RSO and Angels infinite ores deleted all the infinite patches of bobs ores with a popup saying the resources are deleted.
- Mon May 20, 2019 2:36 pm
- Forum: Won't implement
- Topic: Configure length of programmable speaker alert message
- Replies: 5
- Views: 3949
Re: Configure length of programmable speaker alert message
Oh yes please!
- Mon May 06, 2019 4:40 am
- Forum: Mods
- Topic: [MOD 0.13] Progressive running
- Replies: 50
- Views: 25120
Re: [MOD 0.13] Progressive running
Thanks for the patch! Was just going to poke around to fix it myself but you saved me the time
- Mon Apr 08, 2019 1:40 am
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 109348
Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Using Factorio 0.17.24 and LTN Tracker 0.10.1 I get a crash on attempting to load a game whenever any other mod is added to / removed from an existing game using LTN Tracker.