Search found 193 matches

by Bizobinator
Fri Jan 04, 2019 4:32 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 211462

Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)

I want to extend that mini-mod you made to cover crushed coal. What syntax would I need to use? I guess, rather, what names does crushed coal use?
by Bizobinator
Thu Dec 20, 2018 2:32 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 211462

Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)

How would I go about adding the crushed Bob/Angel ores to the stackable recipes? There are recipes for the un-crushed ores & crushed rock, but not the crushed ores :o I'm guessing you're using https://mods.factorio.com/mod/deadlock-stacking-crating-bobs to add the stacks for Bob's items? There'...
by Bizobinator
Wed Dec 19, 2018 3:06 am
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 211462

Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)

Ohhhhh..... 0.17 Factorio version, not 0.17 version of the mod


>_<
by Bizobinator
Tue Dec 18, 2018 3:25 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 211462

Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)

How would I go about adding the crushed Bob/Angel ores to the stackable recipes? There are recipes for the un-crushed ores & crushed rock, but not the crushed ores :o I'm guessing you're using https://mods.factorio.com/mod/deadlock-stacking-crating-bobs to add the stacks for Bob's items? There'...
by Bizobinator
Mon Dec 17, 2018 6:35 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 211462

Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)

How would I go about adding the crushed Bob/Angel ores to the stackable recipes? There are recipes for the un-crushed ores & crushed rock, but not the crushed ores :o
by Bizobinator
Sun Dec 09, 2018 6:35 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 585747

Re: pY Coal Processing - Discussion

Why make the mod incompatible with Bob's? :(
by Bizobinator
Fri Nov 23, 2018 2:21 am
Forum: Modding discussion
Topic: changing mod startup settings post-start
Replies: 1
Views: 7566

changing mod startup settings post-start

Is there any way to change the "startup" mod settings after you've started a game? Even if it means editing a save file?
by Bizobinator
Sun Nov 18, 2018 3:44 am
Forum: PyMods
Topic: Angel's ores & stuff?
Replies: 9
Views: 2430

Angel's ores & stuff?

Do the angels ores & what-not integrate well with PyMods (with the appropriate patch-mod)?
by Bizobinator
Sat Nov 17, 2018 3:26 am
Forum: Ideas and Requests For Mods
Topic: safer thorium with Madclowns & realistic reactors
Replies: 0
Views: 627

safer thorium with Madclowns & realistic reactors

I'm starting a playthrough with Madclowns & realistic reactors turned on. Since Thorium reactors have a lot better safety stuff IRL (can be made physically impossible to meltdown), could someone make a separate, Thorium reactor that will still have to be temperature maintained but, instead of a ...
by Bizobinator
Thu Nov 15, 2018 5:04 pm
Forum: Reika's Mods
Topic: Bioluminescence - Because lamps need not be the only things to glow in the dark
Replies: 18
Views: 9481

Re: error running Bioluminescence

Oki-dokes! I did a little bit more digging. It seems that it has a conflict with the "Blueprint Engineer" mod. Or, at least it runs fine unless I enable said other mod...
by Bizobinator
Thu Nov 15, 2018 1:39 am
Forum: Reika's Mods
Topic: Bioluminescence - Because lamps need not be the only things to glow in the dark
Replies: 18
Views: 9481

error running Bioluminescence

Hello! I got this error when I tried starting a new game with bioluminescence: Error while running event Bioluminescence::on_chunk_generated (ID 12) LuaTile API call when LuaTile was invalid. stack traceback: __Bioluminescence__/constants.lua:47: in function 'getColorsForTile' __Bioluminescence__/fu...
by Bizobinator
Thu Jul 12, 2018 4:22 pm
Forum: PyMods
Topic: PyCoal processing & Fusion without modified science recipes?
Replies: 1
Views: 1115

PyCoal processing & Fusion without modified science recipes?

Is there a way to play using the coal processing, new electronics/high tech stuff, and fusion stuff without having the science recipes changed?
by Bizobinator
Mon Apr 30, 2018 2:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.38] Crash on loading save: "RailSegment::initFrom"
Replies: 9
Views: 3887

Re: [0.16.38] Crash on loading save: "RailSegment::initFrom"

kovarex wrote:Thanks for the report, fixed for 0.16.39
Yayyyyyy!!!!!!!!!!!!!!!
by Bizobinator
Fri Apr 27, 2018 10:24 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 529468

Re: [MOD 0.14] AAI Programmable Vehicles

Not sure which end to address it from, but I've noticed that, when using the vehicle wagon mod, if you put a vehicle on the wagon, when you take it off, you won't be able to do any AAI stuff with it
by Bizobinator
Fri Apr 27, 2018 4:35 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.38] Crash on loading save: "RailSegment::initFrom"
Replies: 9
Views: 3887

[0.16.38] Crash on loading save: "RailSegment::initFrom"

Playing a heavily-modded save. Yesterday, I played and saved it just fine before going to bed. This morning, I updated mods, clicked load. The loading bar filled completely, & then the game popped up an error screen (see picture below), and crashed to desktop. I tried disabling the newly updated...
by Bizobinator
Fri Apr 13, 2018 2:06 pm
Forum: Modding help
Topic: good source for sound effects?
Replies: 1
Views: 512

good source for sound effects?

Anyone got a sound effect site/repository they recommend? I'm looking for a heavy, meaty tank gun sound effect
by Bizobinator
Thu Apr 05, 2018 2:06 pm
Forum: Questions, reviews and ratings
Topic: AAI & other mods
Replies: 0
Views: 763

AAI & other mods

Do other vehicles work with AAI automatically, or does the mod need to include stuff to be usable with AAI?
by Bizobinator
Wed Apr 04, 2018 12:43 pm
Forum: Gameplay Help
Topic: Console command for changing pollution dissipation
Replies: 7
Views: 9885

Re: Console command for changing pollution dissipation

Is there a way to change these parameters without using the console?
by Bizobinator
Fri Feb 23, 2018 5:05 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 293076

Re: [MOD 0.16] Xander Mod v1.5.1

I'm probably asking a question that's been asked a billion & a half times, but does this mod work with Bob's & Angel's mods?

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