Working now, thanks.canisin wrote:The issue is now hopefully solved. Please try to update and let me know.
Search found 391 matches
- 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
- 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...
- 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...
- 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 ...
- 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?
- 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.
- 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.
- 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).
- 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:
I am not running AAI Programmable Vehicles, only Structures.
I am not running AAI Programmable Vehicles, only Structures.
- 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...
- 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: ...
- 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...
- 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...
- 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.
- 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.
- 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...
- Thu Dec 21, 2017 7:04 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 67132
Re: Version 0.16.7
I guess it was too rarely used to justify making it work each time.
- Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.
- 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...
- 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...
- 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?
- Mon Jul 17, 2017 2:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.30] "--window-size=maximized" no effect on Linux
- Replies: 3
- Views: 2848
Re: [0.15.30] "--window-size=maximized" no effect on Linux
This Stack Overflow question appears to be relevant.