Search found 26 matches

by Ralord89
Sat Jul 23, 2016 10:51 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 715
Views: 157064

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...
by Ralord89
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: 925

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...
by Ralord89
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: 925

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...
by Ralord89
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: 925

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...
by Ralord89
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: 925

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

Image
by Ralord89
Thu Jul 21, 2016 3:20 pm
Forum: Bob's mods
Topic: game exits when you put boiler mk 1
Replies: 4
Views: 470

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.
by Ralord89
Sat Jun 11, 2016 7:14 am
Forum: Mods
Topic: [Mod 0.13.x] Mass Production V2.2.0 <-- Awesome
Replies: 2
Views: 2064

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...
by Ralord89
Wed Jun 08, 2016 2:19 am
Forum: Mods
Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
Replies: 32
Views: 8552

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...
by Ralord89
Tue May 10, 2016 12:25 pm
Forum: Mods
Topic: [MOD 0.12.x] Belt hoppers 1.0.2
Replies: 33
Views: 7703

Re: [MOD 0.12.x] Belt hoppers 1.0.0

Shekki wrote:
johnnyBgoode wrote:Just tried this. Can't find the recipe or the technology needed to make it show up.
same
They are unlocked VIA the 'Logistics' techs
by Ralord89
Thu May 05, 2016 6:53 am
Forum: Mods
Topic: [Mod 0.12.x] Placement Chest (0.2.0)
Replies: 9
Views: 4166

Re: [Mod 0.12.x] Placement Chest

This sounds quite interesting, but could you provide some pictures/screenshots too?
by Ralord89
Mon May 02, 2016 12:37 pm
Forum: Mods
Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
Replies: 115
Views: 51552

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 Nuclear Reactor...
by Ralord89
Mon May 02, 2016 10:16 am
Forum: Mods
Topic: [MOD 0.14.x] Left-Right Load Balancer
Replies: 82
Views: 32718

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
by Ralord89
Thu Apr 21, 2016 9:04 pm
Forum: Mods
Topic: [MOD 0.12.x] Belt hoppers 1.0.2
Replies: 33
Views: 7703

Re: [MOD 0.12.x] Belt hoppers 1.0.0

Fantastic! This'll replace the Slipstream mod for me. Great work!
by Ralord89
Tue Apr 19, 2016 1:52 am
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 35730

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...
by Ralord89
Mon Apr 18, 2016 3:47 am
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 35730

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)

Image
by Ralord89
Sat Apr 16, 2016 10:16 am
Forum: Questions, reviews and ratings
Topic: General Compatibility Patch
Replies: 3
Views: 1176

Re: General Compatibility Patch

So where do we put this to make it work?
by Ralord89
Sat Apr 09, 2016 8:11 am
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 35730

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...
by Ralord89
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: 4136

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
by Ralord89
Sat Sep 19, 2015 5:57 am
Forum: Mods
Topic: [MOD 0.12.x] Endless Miner
Replies: 19
Views: 24728

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?
by Ralord89
Sun Aug 16, 2015 2:22 am
Forum: Mods
Topic: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
Replies: 32
Views: 32064

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)

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