Search found 30 matches

by Jemsterr
Sun Aug 23, 2020 2:51 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1100490

Re: [1.0] Sea Block Pack 0.4.10

Yes. Yes it does. I realised the same thing right at the end of my seablock run.
by Jemsterr
Fri Aug 14, 2020 3:02 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1100490

Re: [0.18] Sea Block Pack 0.4.8

Circuit processing also has an issue in bobmodules.lua, line 140. I commented it out, probably your fix would be better?
by Jemsterr
Sun Aug 09, 2020 1:04 am
Forum: Ideas and Suggestions
Topic: Allow 'Error loading mods' to Check and Download Updates
Replies: 4
Views: 1778

Re: Allow 'Error loading mods' to Check and Download Updates

+1

I came here to post this very suggestion, because it would be more convenient than:
* Disable mod(s)
* Wait for factorio to load again
* Download updates
* Wait for factorio to load again
* Reenable mods
* Wait for factorio to load again.
by Jemsterr
Sat Aug 01, 2020 1:35 am
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 136783

Re: Feedback

Next question. This one came up in the r/seablock discord. Someone popped in there to report that character classes breaks early seablock, since you are unable to forage for cellulose fiber unless you are using a balanced character. I dug into the code a bit, and found that it is because trainwreck ...
by Jemsterr
Sun Jul 19, 2020 11:41 am
Forum: Resolved Problems and Bugs
Topic: [0.18.36] Inserters in blueprints lose configuration when upgraded using upgrade planner
Replies: 2
Views: 2454

[0.18.36] Inserters in blueprints lose configuration when upgraded using upgrade planner

Seablock, using bob's adjustable inserters. If I have an inserter that has its configuration changed (input, output, whatever) Before.png and I use an upgrade planner on it, those settings are preserved. If you blueprint that inserter (that includes the temporary blueprint you get when using shift w...
by Jemsterr
Sun Jul 19, 2020 11:02 am
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 136783

Re: Feedback

Will do. I had no idea that the inserter options were in the base game (hidden, of course?). I thought they were unique to the modded world.
by Jemsterr
Sun Jul 19, 2020 2:58 am
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 136783

Re: Feedback

Inserters lose configuration when you use an upgrade planner on a blueprint (Including the temporary blueprint you get from shifting while copying). I don't know what, if anything, can be done about that, but I have learnt to turn bots off, blueprint, upgrade plan the ghosts, then re-blueprint as a ...
by Jemsterr
Sun Jul 12, 2020 2:03 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1414209

Re: Bugs & FAQ

I'm guessing it's related to the removal of platinum?
by Jemsterr
Tue Jul 07, 2020 10:25 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1414209

Re: Bugs & FAQ

How I figured out what was wrong? Load your save (and sync to it!), then quit the session and start a new game. The tech tree of a new session with a given mod configuration should(!) have no such weird broken inconsistencies. As such, I cannot guarantee that it is the only issue from messing with ...
by Jemsterr
Tue Jul 07, 2020 3:44 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1414209

Re: Bugs & FAQ

Thank you. It was NuclearFuel by GotLag which disabled kovarex.
https://mods.factorio.com/mod/Nuclear%2 ... 000edfe404

All fixed now. thank you again!
by Jemsterr
Tue Jul 07, 2020 3:41 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1100490

Re: [0.18] Sea Block Pack 0.4.8

Found the culprit. It was NuclearFuel by GotLag. I had to run /c game.player.force.technologies["kovarex-enrichment-process"].enabled = true to re-enable kovarex. It seem I also needed to re-enable thorium-processing, thorium-plutonium-fuel-cell, plutonium-fuel-cell, thorium-fuel-reprocess...
by Jemsterr
Tue Jul 07, 2020 2:34 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1414209

Re: Bugs & FAQ

Posted this in seablock, and was directed to try posting here. On my current seablock playthrough, I was looking at playing with nuclear when I realised that the combination of seablock, Angels' overhaul and GotLag's NuclearFuel overhaul was too confusing, so tried to back to 'vanilla' seablock. Now...
by Jemsterr
Tue Jul 07, 2020 1:55 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1100490

Re: [0.18] Sea Block Pack 0.4.8

I wanted to be sure that it wasn't seablock disabling something, and this is how it was supposed to be before I reported it to bob/angel. (I was more likely to report to bob than angel, tbh)
Bobingabout.png
Bobingabout.png (95 KiB) Viewed 7780 times
(Edit: typo)
by Jemsterr
Mon Jul 06, 2020 4:12 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1100490

Re: [0.18] Sea Block Pack 0.4.8

I recently removed the Angels Industries and Nuclear (something overhaul something) mods and was getting ready to start looking into nuclear, but now I'm confused. Do I have a borked save, or is the Bobingabout process supposed to be locked behind a hidden tech, or is it itself supposed to be hidden...
by Jemsterr
Mon Jul 06, 2020 3:54 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1100490

Re: [0.18] Sea Block Pack 0.4.8

I seem to be having an issue (I've probably missed something) Wood pellets say 8 MJ and charcoal is 3MJ and when I try to use the charcoal it is used up within seconds. However I expected charcoal to be a superior fuel. Any ideas? It depends on your definition of superior. Turning wood pellets into...
by Jemsterr
Wed Jun 10, 2020 4:06 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 81529

Re: [MOD 0.18] ShinyBobGFX

Still, no worries, right? I laughed out loud at your reply because I had just done a quick compare of the mining-drill.lua in the base mod, and the mining-drills.lua in the Shiny mod, and there's not much changed, apart from everything. Good luck.
by Jemsterr
Wed Jun 10, 2020 3:05 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 81529

Re: [MOD 0.18] ShinyBobGFX

From the changelog for 0.18.31: Changed mining drill graphics definitions. Graphics are now defined using working visualizations contained in graphics_set and wet_mining_graphics_set prototype properties. If graphics_set is not defined, old animations property will be loaded instead for limited back...
by Jemsterr
Fri Jun 05, 2020 12:19 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1100490

Re: [0.18] Sea Block Pack 0.4.6

The only mod that conflicts for me now is the ScienceTweaker. There is already a master update in github, but no update in the mod portal. Neither i know how to update it manually, its only changing "bio-farm-1" to "bio-farm", but when i make the change and relaunch, factorio do...
by Jemsterr
Sun May 31, 2020 8:02 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1100490

Re: [0.18] Sea Block Pack 0.4.6

There is also the blue tech "Thermal Water Extraction 2" which adds a recipe that gives 50 times the thermal water for double the cost. (Plus 100 steam, but that's cheap)
by Jemsterr
Sat May 30, 2020 2:03 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1100490

Re: [0.18] Sea Block Pack 0.4.6

The mod page always updates long before the in game portal. It'll bee ready by the time I get home, though. :)

That said, the update I was thanking trainwreck for was 0.4.5

Edit 2: The mod in the zip on page 1 here contains the 0.4.4 version, dated April 2020.

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