Search found 391 matches

by tehfreek
Thu May 03, 2018 3:02 pm
Forum: Mods
Topic: [0.16] The Blueprint Lab 0.2.4
Replies: 54
Views: 18225

Re: [0.16] The Blueprint Lab 0.0.1

canisin wrote:The issue is now hopefully solved. Please try to update and let me know. :)
Working now, thanks.
by tehfreek
Mon Apr 30, 2018 5:29 pm
Forum: Mods
Topic: [0.16] The Blueprint Lab 0.2.4
Replies: 54
Views: 18225

Re: [0.16] The Blueprint Lab 0.0.1

Version 0.1.1 blows up when loading a save with 0.1.0: Error AppManagerStates.cpp:1304: Error while running on_configuration_changed: Gui element with name BPL_Flow already present in the parent element. stack traceback: __TheBlueprintLab_bud__/scripts/gui.lua:8: in function 'CreateGui' __TheBluepri...
by tehfreek
Sat Apr 28, 2018 1:42 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Structures
Replies: 99
Views: 107976

Re: [MOD 0.14] AAI Programmable Structures

Attached to this comment is a save file illustrating a bug, possibly a problem with blueprint placement as the entities in question were placed from a larger blueprint. The unit scanner is correctly locating the nearby mining machine mk2, and sending its output to the input of the tile scanner. The...
by tehfreek
Tue Apr 24, 2018 3:50 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Structures
Replies: 99
Views: 107976

Re: [MOD 0.14] AAI Programmable Structures

I watched the tutorial linked from the first page, and whenever Nilaus clicks (?) on the signal output terminal, an inventory like interface pops up with the signals listed as items. Video Frame: https://youtu.be/e93rbJmFTyU?t=209 Whenever I do that, I get instead a "Tile Scanner" screen ...
by tehfreek
Mon Apr 23, 2018 3:24 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 589309

Re: pY Coal Processing - Discussion

Is there a reason why I need to have bobores and bobplates enabled when all I want is bobtech and bobvehicleequipment?
by tehfreek
Tue Apr 17, 2018 10:09 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 120127

Re: Feedback

Just tried the Electronics mod with vanilla, and I have a couple of suggestions:

- Move Ferric Chloride from Oil Processing to Advanced Electronics, since nothing else needs it until that point.
- Since nothing depends on the effects of Advanced Electronics 3 it should probably be hidden.
by tehfreek
Fri Mar 30, 2018 1:40 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1215570

Re: Bugs & FAQ

Running angelsrefining (0.9.9) on vanilla results in a Water Refining 4 research topic with no effects (and no WR3 prerequisite).
by tehfreek
Tue Mar 27, 2018 3:45 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Structures
Replies: 99
Views: 107976

Re: [MOD 0.14] AAI Programmable Structures

Running a tile scanner on a distance from my position, the mod blows up when I approach my car:

Image

I am not running AAI Programmable Vehicles, only Structures.
by tehfreek
Tue Mar 20, 2018 11:43 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.30] Assembly Machine 1 and 2 Tooltip Order Mismatch
Replies: 11
Views: 7933

Re: [kovarex] [0.16.30] Assembly Machine 1 and 2 Tooltip Order Mismatch

Haven't tested it yet, but does this fatally break GDIW? Because if so then that would be very, very bad...
by tehfreek
Mon Mar 19, 2018 7:47 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1215570

Re: Bugs & FAQ

Hi, running most of Bob's and Angel's on 0.16.30, and the recipe for "Crystallizing to Uranium & Fluorite" under the "Slag Processing 2" research topic looks... strange. I'm not running any other mods that would affect uranium. https://i.imgur.com/S0AsjbW.png Installed mods: ...
by tehfreek
Wed Mar 14, 2018 3:25 pm
Forum: Ideas and Suggestions
Topic: Blueprint autonumber
Replies: 0
Views: 497

Blueprint autonumber

For entities in blueprints that have an assignable name (currently only train stops AFAICR), if the name contains "%n" then replace it with the next available number, starting from 1. For instance, if a blueprint contains "Iron %n" and "Iron 1" and "Iron 2" al...
by tehfreek
Sun Jan 28, 2018 4:07 am
Forum: Mods
Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
Replies: 32
Views: 29784

Re: [MOD 0.16+] AutoDeconstruct 0.1.10

Just found what may be a small bug when used with DyWorld. If a miner is on top of multiple resources including a resource it is incapable of mining, e.g. an iron mining drill, mining power 4.5, over a patch with copper, mining hardness 3, and chromium, mining hardness 8.5, the miner will not be mar...
by tehfreek
Fri Jan 26, 2018 7:02 pm
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 46438

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

I still think that we need to have some sort of "cosmetic" designation for mods such as WaiTex, Colorblind Circuit Network, and KingIon's mods such that they don't need syncing or prevent MP connection.
by tehfreek
Tue Jan 23, 2018 3:50 pm
Forum: Logistic Train Network
Topic: [1.7.0] Error with modded wagon icon != 32x32
Replies: 5
Views: 1866

Re: Bug loading LTN

Resizing the named image to 128×128 got the mod to load.
by tehfreek
Sun Jan 07, 2018 11:33 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122338

Re: Mylon's Many Mods

No, peppermint mining does not count personal roboports for the purpose of mining with bots. I get enough complaints as it is when ore will be mined near the player and the player's bots get assigned to it before the roboport bots are assigned. For some reason on 0.16 it is causing personal constru...
by tehfreek
Thu Dec 21, 2017 7:04 pm
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 67132

Re: Version 0.16.7

  • Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.
I guess it was too rarely used to justify making it work each time.
by tehfreek
Fri Nov 24, 2017 10:51 pm
Forum: News
Topic: Friday Facts #218 - Import bpy, Export player
Replies: 67
Views: 32741

Re: Friday Facts #218 - Import bpy, Export player

If they are going to support multiple providers, they would have to create an abstract layer of code, make sure every provider works in similar way, and add a lot more coding to that. Or at least that's how I imagine this would be done ;) Not such a terrible idea. That way it may be possible to sup...
by tehfreek
Fri Sep 15, 2017 6:59 pm
Forum: News
Topic: Friday Facts #208 - Tips and tricks improvement
Replies: 58
Views: 25354

Re: Friday Facts #208 - Tips and tricks improvement

Not a fan of putting basic knowledge (e.g. "Boiler connections") in Tips and Tricks. Not only should these things be learned outside that box (since they're actual knowledge required to play the game and not just neat tricks), but now there's something taking up a spot that could be used f...
by tehfreek
Fri Aug 04, 2017 8:56 pm
Forum: News
Topic: Friday Facts #202 - High res circuit connectors
Replies: 35
Views: 18045

Re: Friday Facts #202 - High res circuit connectors

The requester chest will have both LEDs, right?

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