Search found 240 matches

by PiggyWhiskey
Tue Apr 30, 2019 3:03 pm
Forum: Not a bug
Topic: [0.17.34] Ghost in hand will rotate Ghost object.
Replies: 2
Views: 172

Re: [0.17.34] Ghost in hand will rotate Ghost object.

I'm sorry, i'm usually better at fault finding than that. It was an unexpected mod effect. Picker Dollies (and the required dependencies) was the cause (Tested on a new and established save) Video of effect attached below. Picker Dollies has no Settings or Controls that affect rotation. I'll make a ...
by PiggyWhiskey
Tue Apr 30, 2019 7:21 am
Forum: Not a bug
Topic: [0.17.34] Ghost in hand will rotate Ghost object.
Replies: 2
Views: 172

[0.17.34] Ghost in hand will rotate Ghost object.

Ghosts in world (To be placed by bots) can be rotated when holding a ghost in hand (When you don't have enough items) 0. With no Belts in Inventory 1. Click or Shift Click Transport Belt (Or rotatable object) into world (To create Belt Ghost) 2. Press 'R' while hovering over Ghost 3. Ghost entity in...
by PiggyWhiskey
Fri Apr 19, 2019 6:13 am
Forum: Mods
Topic: [0.17] Sea Block Pack 0.3.8
Replies: 1430
Views: 468013

Re: [0.17] Sea Block Pack 0.3.3

vjbone wrote:
Fri Apr 19, 2019 6:10 am
snip

just download zip from first post
Just saw that.
Shouldn't the Mod Portal version have proper dependencies to stop this?
So far the Dependency chain gave the list above.

The SeaBlock config at least should have it
by PiggyWhiskey
Fri Apr 19, 2019 6:01 am
Forum: Mods
Topic: [0.17] Sea Block Pack 0.3.8
Replies: 1430
Views: 468013

Re: [0.17] Sea Block Pack 0.3.3

New Seablock player, just installed v0.3.3 Current mods: Base: 0.17.32 Sea Block Config: 0.3.0 Angels Bio: 0.6.1 Angels Petro: 0.8.2 Angels Refining: 0.10.8 Angels Smelting: 0.5.4 Bobs Electronics: 0.17.2 Bobs Library 0.17.0 KS Power: 0.3.5 Landfill Painting: 0.3.0 Science Cost Tweaker: 0.17.9 Sea B...
by PiggyWhiskey
Mon Mar 04, 2019 8:22 am
Forum: Ideas and Suggestions
Topic: [0.17.x] Allow toolbar to select "scales" of items
Replies: 3
Views: 124

Re: [0.17.x] Allow toolbar to select "scales" of items

A config option could fix that. >- If top-tier items ran out, I don't want to use lower-tier items. The idea I had would be the top tier item stays there, even if you had more of the lower tiers. >- Sometimes I want to use not a top-tier item. "Sometimes" is the key word. This is mostly for mods tha...
by PiggyWhiskey
Mon Mar 04, 2019 6:56 am
Forum: Ideas and Suggestions
Topic: [0.17.x] Allow toolbar to select "scales" of items
Replies: 3
Views: 124

[0.17.x] Allow toolbar to select "scales" of items

Allow the toolbar to filter a Type of item, and automatically replace it with highest tier in the player inventory, or the highest that has been in the inventory and the Tier that is craftable. For example, Setting a slot to the Tier 1 Assembler, When the Tier 2 Assembler is unlocked and the player ...
by PiggyWhiskey
Fri May 25, 2018 9:25 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.45][Modded] Stack Inserter Capacity Bonus overflow
Replies: 1
Views: 1589

[Rseding91] [0.16.45][Modded] Stack Inserter Capacity Bonus overflow

Modded game with Bob's Mod's and Infinite Technology Expanded (https://mods.factorio.com/mod/wormmus-inf-tech) and a few other's that don't apply to this bug. Infinite Tech Expanded adds infinite research for Stack Inserter Capacity Bonus (+2 for each level past 7) When Stack Inserter Bonus reaches ...
by PiggyWhiskey
Wed Nov 08, 2017 2:18 pm
Forum: Pending
Topic: [0.15.37] Random crash to desktop
Replies: 2
Views: 326

Re: [0.15.37] Random crash to desktop

To be honest, I'm not sure how it occurred initially. I was just walking from one side of my base to the other.

I didn't have any trains set up at the time. And no GUI open.

Sorry for a difficult bug report.
by PiggyWhiskey
Wed Nov 08, 2017 1:01 pm
Forum: Pending
Topic: [0.15.37] Random crash to desktop
Replies: 2
Views: 326

[0.15.37] Random crash to desktop

Probably a random long shot, I experienced my first crash in a long long time. Heavily modded with Bobs mostly. No interactions (Just walking south) and a crash to desktop. I loaded the last autosave (about 45 seconds before the crash) and couldn't replicate it. 0.002 2017-11-08 20:06:54; Factorio 0...
by PiggyWhiskey
Tue May 23, 2017 1:11 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2592
Views: 333248

Re: Bugs & FAQ

Even though bobs electronics is listed as optional. It's actually mandatory.

You'll need to add it in. Or edit the recipe to only need the vanilla basic circuits. There are 3 recipes that you would need to change.
by PiggyWhiskey
Sun May 21, 2017 4:58 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2592
Views: 333248

Re: Bugs & FAQ

Angel has set most of the mods as optional. Even though they're mandatory.
It seems to be the most common issue with getting Angel's mods to work.
by PiggyWhiskey
Sat May 20, 2017 3:31 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 489
Views: 375151

Re: Let's see your clever builds

What program are you using to test it? Got a link?
by PiggyWhiskey
Thu May 18, 2017 2:14 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3113
Views: 534238

Re: Development and Discussion

You can search by Mod Author as well.
by PiggyWhiskey
Wed May 17, 2017 7:58 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3113
Views: 534238

Re: Development and Discussion

Angel, is it possible to add an override for players that don't want to use Bob's Electronics.

Setting the recipes to only need Electronic, Advanced, Processing Units and changing them replacing the couple of instances when Bob's Electronics are installed.
by PiggyWhiskey
Tue May 16, 2017 5:56 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 164855

Re: [0.15.x] Bob's Mods: General Discussion

Just did some googling and found this. https://www.reddit.com/r/factorio/comments/689q1p/math_coal_liquefaction_for_steam_power_generation/ TL;DR Net loss unless you use Productivity Modules. +5.11MJ/Coal w/3x Prod3 in Light->Solid Fuel. +6.3MJ/Coal w/3x Prod3 in Light->Solid Fuel and 4x Prod3 in So...
by PiggyWhiskey
Tue May 16, 2017 4:46 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 164855

Re: [0.15.x] Bob's Mods: General Discussion

How does that compare to vanilla Coal Liquefaction, converting everything to solid fuel?
by PiggyWhiskey
Tue May 16, 2017 1:03 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2592
Views: 333248

Re: Bugs & FAQ

Bobs electronics is the only one I don't play with. Not a fan of the extreme changes it makes. I just wanted thee extended game play. If it's a prerequisite, might want to change that in the info file so the game doesn't run without it. Bob has a nice setup detecting and modifying recipes for playe...
by PiggyWhiskey
Mon May 15, 2017 11:52 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2592
Views: 333248

Re: Bugs & FAQ

Bobs electronics is the only one I don't play with. Not a fan of the extreme changes it makes. I just wanted thee extended game play. If it's a prerequisite, might want to change that in the info file so the game doesn't run without it. Bob has a nice setup detecting and modifying recipes for player...
by PiggyWhiskey
Mon May 15, 2017 7:35 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2592
Views: 333248

Re: Bugs & FAQ

Crash when loading Angels Refining without Bob's Electronics. angelsinfiniteores_0.6.10.zip angelsrefining_0.7.9.zip Arumba_Accelerated_Start_0.15.0 AutoDeconstruct_0.1.8.zip autofill_1.4.8.zip bobassembly_0.15.3.zip bobinserters_0.15.0.zip boblibrary_0.15.6.zip boblogistics_0.15.5.zip bobmining_0.1...
by PiggyWhiskey
Sat May 13, 2017 1:19 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 164855

Re: [0.15.x] Bob's Mods: General Discussion

Depreciated.

It's built into the game to modify mod configs.

Go to advanced search