Search found 26 matches
- Sat Jul 23, 2016 10:51 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 342552
Splitter 'Build-over' issue
If you try to place a Green or Purple Splitter over any vanilla splitter while its vertically (1 x 2) placed, you can place it anywhere over it and doesn't require being centered like normal. However this doesn't happen with they are horizontally place (2 x 1). Gets annoying when replacing old split...
- Sat Jul 23, 2016 12:00 am
- Forum: Bob's mods
- Topic: 13.X Bob's Inserts (E.Stack and E.Filter arm Misalignment)
- Replies: 8
- Views: 3699
Re: 13.X Bob's Inserts (E.Stack and E.Filter arm Misalignment)
I didn't know what that was at first, people used to complain that it caused my mods to crash, that was the first I heard of it, but that was a long time ago. It's basically a graphics replacement mod. But... that is unlikely the issue here, the likely issue is that my graphics are a combination of...
- Fri Jul 22, 2016 12:10 pm
- Forum: Bob's mods
- Topic: 13.X Bob's Inserts (E.Stack and E.Filter arm Misalignment)
- Replies: 8
- Views: 3699
Re: 13.X Bob's Inserts (E.Stack and E.Filter arm Misalignment)
So what's the issue, that the graphics for the pink and dark green inserter don't like up properly? the stripe one looks okay to me for some reason though. I can have a look at it to see why, but I'm not sure why pink and green would have issues, where stripey doesn't. Now looking at the picture, I...
- Fri Jul 22, 2016 11:01 am
- Forum: Bob's mods
- Topic: 13.X Bob's Inserts (E.Stack and E.Filter arm Misalignment)
- Replies: 8
- Views: 3699
Re: 13.X Bob's Inserts (E.Stack and E.Filter arm Misalignment)
So what's the issue, that the graphics for the pink and dark green inserter don't like up properly? the stripe one looks okay to me for some reason though. I can have a look at it to see why, but I'm not sure why pink and green would have issues, where stripey doesn't. Now looking at the picture, I...
- Fri Jul 22, 2016 4:56 am
- Forum: Bob's mods
- Topic: 13.X Bob's Inserts (E.Stack and E.Filter arm Misalignment)
- Replies: 8
- Views: 3699
13.X Bob's Inserts (E.Stack and E.Filter arm Misalignment)
I'd post in the official Bob's inserters thread but I can't find one, so I'll post it here.
Self explanatory pic is self explanatory
Self explanatory pic is self explanatory
- Thu Jul 21, 2016 3:20 pm
- Forum: Bob's mods
- Topic: game exits when you put boiler mk 1
- Replies: 4
- Views: 2001
Re: game exits when you put boiler mk 1
I think I've had a very similar issue to this. Its related to Autofill mod. Try Disabling Autofill mod in Factorio, Run you saved game, save it then go re-enable Autofill again and go back to your save. Worked for me.
- Sat Jun 11, 2016 7:14 am
- Forum: Mods
- Topic: [Mod 0.13.x] Mass Production V2.2.0 <-- Awesome
- Replies: 2
- Views: 3324
Re: [Mod 0.12.x] Mass Production V0.2.0
Is there a way to have this mod WITHOUT the infinite resources? Also it says Ultra inserter is 'RECOMMENDED' for this mod... however this mod doesn't even work without Ultra inserter mod... needs changing. ALSO... when this mod is active it really slows down my game, and I have a pretty top-notch co...
- Wed Jun 08, 2016 2:19 am
- Forum: Mods
- Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
- Replies: 38
- Views: 29235
Re: [MOD 0.12.30] Automatic Belt (and pipe) Planner v0.7.0
Pipes too? thank fuck for this, awesome work. Been testing with both belts and pipes with all functions, and I can say the only issue I've come across is underground belts/pipes crossing over, but you seem to know that already. What I can suggest is mod support for Dytech and Bob's Mods pips and bel...
- Tue May 10, 2016 12:25 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Belt hoppers 1.0.2
- Replies: 33
- Views: 19957
Re: [MOD 0.12.x] Belt hoppers 1.0.0
They are unlocked VIA the 'Logistics' techsShekki wrote:samejohnnyBgoode wrote:Just tried this. Can't find the recipe or the technology needed to make it show up.
- Thu May 05, 2016 6:53 am
- Forum: Mods
- Topic: [Mod 0.12.x] Placement Chest (0.2.0)
- Replies: 9
- Views: 9723
Re: [Mod 0.12.x] Placement Chest
This sounds quite interesting, but could you provide some pictures/screenshots too?
- Mon May 02, 2016 12:37 pm
- Forum: Mods
- Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
- Replies: 114
- Views: 97748
Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons
This mod is not compatible with the Uranium Power mod, as the technology "Uranium-processing" are both the same words. Perhaps another name for the Uranium Processing to make both mods work at the same time? I also get this error when running it with Dytech Mod when trying to place a Nucle...
- Mon May 02, 2016 10:16 am
- Forum: Mods
- Topic: [MOD 0.14.x] Left-Right Load Balancer
- Replies: 82
- Views: 60391
Re: [MOD 0.12.x] Left-Right Load Balancer
This is a nice mod to have, but two things need fixing though...
-They don't seem to require power, but when they aren't in a powered area, they flash with the yellow unpowered icon
-They don't seem to work of normal Splitters and Tunnels
-They don't seem to require power, but when they aren't in a powered area, they flash with the yellow unpowered icon
-They don't seem to work of normal Splitters and Tunnels
- Thu Apr 21, 2016 9:04 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Belt hoppers 1.0.2
- Replies: 33
- Views: 19957
Re: [MOD 0.12.x] Belt hoppers 1.0.0
Fantastic! This'll replace the Slipstream mod for me. Great work!
- Tue Apr 19, 2016 1:52 am
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 65583
Re: [MOD 0.12.x] K&L Inserters
4- You mean removing the stock inserters from the build tables and stuff completely? Hmm. Probably can be done. I'll think about this as well. I highly don't recommend this as there are mods out there that still require the stock inserters for recipes, and would most likely require compatibility pa...
- Mon Apr 18, 2016 3:47 am
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 65583
Re: [MOD 0.12.x] K&L Inserters
When you place a preset K&L inserter (basically the hidden ones you can't build, but set via the UI)
- Sat Apr 16, 2016 10:16 am
- Forum: Questions, reviews and ratings
- Topic: General Compatibility Patch
- Replies: 3
- Views: 2916
Re: General Compatibility Patch
So where do we put this to make it work?
- Sat Apr 09, 2016 8:11 am
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 65583
Re: [MOD 0.12.x] K&L Inserters
This is a Fantastic mod I must say. Fantastic work. However, could you make a separate group for the Inserters? because all the different possibilities of the inserter combinations fit under 'logistics', and when using 'Test Mode' mod... it keeps extremely cluttered like so... http://i.imgur.com/Jtv...
- Sun Oct 04, 2015 4:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.9][Twinsen] Mining drill sound doesn't stop
- Replies: 4
- Views: 7338
Re: [.12.9] Mining drill sound doesn't stop when power removed
I am also getting this bug. But also with Lab's and inserters
- Sat Sep 19, 2015 5:57 am
- Forum: Mods
- Topic: [MOD 0.12.x] Endless Miner
- Replies: 19
- Views: 30875
Re: [MOD 0.12.x] Endless Miner
Hm, this sounds like a pretty nice idea. But can we get a screenshot perhaps? and some details, like is this endgame like level or early game? Crafting details?
- Sun Aug 16, 2015 2:22 am
- Forum: Mods
- Topic: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
- Replies: 32
- Views: 44327
Re: [0.12] PersonalRoboportFix (0.2.0) - Disable inside network
I placed down a Roboport and got this error
Code: Select all
Error while running the event handler: __PersonalRoboportFix__/control.lua:77: attempt to index field '?' (a boolean value)