Search found 193 matches
- 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?
- Fri Dec 21, 2018 2:56 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)
! Thanks broski! \0/
- 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'...
- 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
>_<
>_<
- 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'...
- 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
- 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?
- 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?
- 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)?
- 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 ...
- 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...
- 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...
- 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?
- 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"
Yayyyyyy!!!!!!!!!!!!!!!kovarex wrote:Thanks for the report, fixed for 0.16.39
- 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
- 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...
- 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
- 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?
- 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?
- 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?