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: 1161
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: 1161
[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 ...
Logs seemed to indicate an ...
- Sat Sep 21, 2019 4:03 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 458093
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: 458093
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 ...
- Sun Sep 08, 2019 4:36 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 458093
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: 458093
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 ...
- Fri Sep 06, 2019 1:19 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 458093
Re: [MOD 0.17+] Industrial Revolution (WIP)
I'm making murloc noises in anticipation.
- Mon Sep 02, 2019 6:09 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 458093
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: 2929
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 ...
- Sun Sep 01, 2019 6:30 pm
- Forum: Resource Spawner Overhaul
- Topic: Regarding factorio 0.17.65 infinite ores change
- Replies: 2
- Views: 2929
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 ...
This change makes all sorts of weirdness such as miners potentially spewing out hundreds of ore (each) per ...
- Thu Aug 29, 2019 3:04 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 458093
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 ...
Even with data-updates and data-final ...
- Thu Aug 29, 2019 1:44 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 458093
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 ...
- Wed Aug 28, 2019 11:41 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 458093
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 ...
- Tue Jul 30, 2019 1:33 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 458093
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: 240700
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 ...
- Thu May 30, 2019 11:38 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 240700
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: 4560
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: 52
- Views: 27431
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: 122407
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.

