Search found 1862 matches
- Sun Dec 21, 2014 2:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.7 x64] Crash in map editor with mods
- Replies: 1
- Views: 1028
[0.11.7 x64] Crash in map editor with mods
Π‘ΠΈΠ³Π½Π°ΡΡΡΠ° ΠΏΡΠΎΠ±Π»Π΅ΠΌΡ: ΠΠΌΡ ΡΠΎΠ±ΡΡΠΈΡ ΠΏΡΠΎΠ±Π»Π΅ΠΌΡ: APPCRASH ΠΠΌΡ ΠΏΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΡ: Factorio.exe ΠΠ΅ΡΡΠΈΡ ΠΏΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΡ: 0.0.0.0 ΠΡΠΌΠ΅ΡΠΊΠ° Π²ΡΠ΅ΠΌΠ΅Π½ΠΈ ΠΏΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΡ: 54942f00 ΠΠΌΡ ΠΌΠΎΠ΄ΡΠ»Ρ Ρ ΠΎΡΠΈΠ±ΠΊΠΎΠΉ: Factorio.exe ΠΠ΅ΡΡΠΈΡ ΠΌΠΎΠ΄ΡΠ»Ρ Ρ ΠΎΡΠΈΠ±ΠΊΠΎΠΉ: 0.0.0.0 ΠΡΠΌΠ΅ΡΠΊΠ° Π²ΡΠ΅ΠΌΠ΅Π½ΠΈ ΠΌΠΎΠ΄ΡΠ»Ρ Ρ ΠΎΡΠΈΠ±ΠΊΠΎΠΉ: 54942f00 ΠΠΎΠ΄ ΠΈΡΠΊΠ»ΡΡΠ΅Π½ΠΈΡ: c0000094 Π‘ΠΌΠ΅ΡΠ΅Π½ΠΈΠ΅ ΠΈΡΠΊΠ»ΡΡΠ΅Π½ΠΈΡ:...
- Sat Dec 20, 2014 3:30 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111073
Re: [0.11.x][v0.1.2]Electronics Overide
How is going the progress of development compatibility with dytech and purple processing unit? sorry if you are bored with this question, simply dytech and bob mods are popular mods, and i want know how works go
- Sat Dec 20, 2014 2:13 pm
- Forum: Mods
- Topic: [MOD 0.11.6] Hardcorio 0.3.5 NOW WITH STORY!!!
- Replies: 111
- Views: 65287
Re: [MOD 0.11.6] Hardcorio 0.3.5 NOW WITH STORY!!!
Error after 10 seconds after launching
E:/Games\Factorio 0.11.1\data\hardcorio_0.3.5|data.lua:49:...a\hardcorio_0.3.5|prototypes\entity|enemy-base.lua:164: attempt to call global worm_folded_animation' (a nil value)
That mod was in tno modpack
How to solve this error?
E:/Games\Factorio 0.11.1\data\hardcorio_0.3.5|data.lua:49:...a\hardcorio_0.3.5|prototypes\entity|enemy-base.lua:164: attempt to call global worm_folded_animation' (a nil value)
That mod was in tno modpack
How to solve this error?
- Thu Dec 04, 2014 8:25 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 286295
Re: [0.11.x][v0.7.3] Bob's Metals, Chemicals and Intermediat
1) Where to use ceramics? 2) Where to use lithium ion battery? 3) Where to use tungsten and bronze gears? 4) Is it possible to find a wider application of bearings? 5) Where it is possible to put a huge amount of sodium hydroxide? I cannot effective produce chlorine 6) Can add replacing recipe for h...
- Sun Nov 30, 2014 8:36 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 310294
Re: [0.11.x][v0.1.0] Bob's Logistics mod
Bobingabout, will it conflict with Dytech transportation, Dytech inserters and Dytech logistics? Or it will replace it?
- Sat Nov 29, 2014 8:51 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 286295
Re: [0.11.x][v0.7.1] Bob's Metals, Chemicals and Intermediat
Bobingabout, what you think about compatibility with Cartmen Overahul mod? Maybe someone already wrote on this subject, I have not read the previous messages and do not know what you think, so sorry if you answered before
- Fri Nov 28, 2014 7:16 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 74856
Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]
In game error - when i want to create map i see that
path to game -------- and \data\CartmenCompleteOverhaul | control.lua:3: first argument must be number or table
How to solve?
path to game -------- and \data\CartmenCompleteOverhaul | control.lua:3: first argument must be number or table
How to solve?
- Fri Nov 28, 2014 3:04 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 74856
Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]
Filename of mod E:/Factorio 0.11.1\data\CartmenCompleteOverHaul-master doesn't match the expected CartmenCompleteOverhaul_0.0.24 (case sensetive!)
How to solve this error?
How to solve this error?
- Mon Nov 17, 2014 8:21 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111073
Re: [0.11.x][v0.1.2]Electronics Overide
Bobingabout, the replacemnt to purple curcuits will be black-golden processing units? sorry when i told about science pack 8 i forgot to tell about dytech using in my mod pack
- Thu Nov 13, 2014 2:46 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 74856
Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.21]
Cartmen will it be compatible with bob mods and dytech in future? Not all all compatible but may be ores and their processing?
- Mon Nov 10, 2014 11:54 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 560199
Re: Yuoki Industries 0.2.14 (11.1)
YoukiTani will you add technology tree in future? Its looks some strange that all objects in game are available from start
And another question - maybe you could think about cleaning other types of ores - such as bauxite, galena, rutile, tungsten, gold, silver, quartz, zinc
And another question - maybe you could think about cleaning other types of ores - such as bauxite, galena, rutile, tungsten, gold, silver, quartz, zinc
- Mon Nov 10, 2014 11:54 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370143
Re: [0.11.x][v0.6.2] Bob's Ore Mod.
Bobingabout, can you simple left enabled sulfur and cobaltide in map editor in future versions?
- Sun Nov 09, 2014 9:33 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370143
Re: [0.11.x][v0.6.2] Bob's Ore Mod.
Open file "config.lua" in any text editor. If you are using windows, Notepad or Wordpad will do. Change settings EnableNickelOre, EnableCobaltOre, EnableSulfur from false to true. With these settings nickel ore can replace galena ore, or spawn separately of galena ore, I understand right?...
- Sat Nov 08, 2014 8:20 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370143
Re: [0.11.x][v0.6.2] Bob's Ore Mod.
Bobingabout why i cannot not add cobaltide and sulfur ores in map editor?
- Sat Nov 08, 2014 7:41 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111073
Re: [0.11.x][v0.1.0]Electronics Overide
Bobingabout i have big question for you - why for electonics need too many wood??? One key phrase - need wood!!! Many wood! Now for the game necessarily need mod treefarm, i think it's not funny, really So where now red, blue circuits? and purple circuit that was added with dytech Can you rework thi...
- Fri Oct 31, 2014 9:06 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 286295
Re: [0.11.x][v0.7.1] Bob's Metals, Chemicals and Intermediat
Bobingabout can unify hyfrogen resource because hydrogen also had in Youki Industries mod, but it's not the same thing we cannot use hydrogen from bob mod to Youki industries mod
May be u can make converison recipe from your mod to youki industries mod and back to bob mod ???
May be u can make converison recipe from your mod to youki industries mod and back to bob mod ???
- Fri Oct 31, 2014 8:55 pm
- Forum: Mods
- Topic: [MOD 0.10.5+] Moar Inserters! v1.2
- Replies: 25
- Views: 19736
Re: [MOD 0.10.5+] Moar Inserters! v1.2
Author will you update mod to 0.11.x version? for compatibilty
- Fri Oct 24, 2014 7:16 am
- Forum: Mods
- Topic: [dead] Wagons: More train stuff
- Replies: 140
- Views: 90699
Re: [beta] Wagons: More train stuff
JamesOFarrell, the 0.13 is very very slowing the loading of game, it can takes 20 minutes instead of 2 minutes, in version 0.12 i didn't see that problem, please fix the loading of mod if u can Loading a save or starting factorio? can you upload the save so I can check it out? I mean the starting o...
- Thu Oct 23, 2014 4:30 pm
- Forum: Mods
- Topic: [dead] Wagons: More train stuff
- Replies: 140
- Views: 90699
Re: [beta] Wagons: More train stuff
JamesOFarrell, the 0.13 is very very slowing the loading of game, it can takes 20 minutes instead of 2 minutes, in version 0.12 i didn't see that problem, please fix the loading of mod if u can
- Sat Oct 04, 2014 9:13 am
- Forum: Mods
- Topic: [MOD WIP 10.X] Extended Inserters v1b
- Replies: 7
- Views: 18125
Re: [MOD WIP 10.X] Extended Inserters v1b
Author will u develop, this mod? the idea of these inserters are interesting