Search found 62 matches

by Phantum
Sun Apr 30, 2017 1:17 pm
Forum: Not a bug
Topic: Flamethrower Causes damage to tank?
Replies: 1
Views: 1076

Flamethrower Causes damage to tank?

https://clips.twitch.tv/QuaintAthleticWalrusHumbleLife It's hard to reproduce, as I'm bad at driving and always hitting trees, but in the clip you can see my tank taking damage without actually hitting a tree? Is this a collision bug, or something else, or just me being bad again? :P (was version 0....
by Phantum
Fri Apr 28, 2017 9:47 am
Forum: Not a bug
Topic: Train Graphics OVERLAPPING *flails*
Replies: 3
Views: 1010

Re: Train Graphics OVERLAPPING *flails*

I watched the loop multiple times and don't see it. Is it that the color is different on different parts of the edge of the belt? I think it may just be shadows. But I agree that this is a serious flaw in the game. To think that I've spent 600 hours building factories and it turns out, all this tim...
by Phantum
Fri Apr 28, 2017 7:07 am
Forum: Not a bug
Topic: Train Graphics OVERLAPPING *flails*
Replies: 3
Views: 1010

Train Graphics OVERLAPPING *flails*

https://clips.twitch.tv/ShyInterestingN ... leedPurple

Updated to a different clip

So this is a problem, game literally unplayable. (it's the train station graphic overlapping the topmost red belt.
by Phantum
Fri Apr 28, 2017 4:58 am
Forum: Won't fix.
Topic: Miners not Mining Upon Game load
Replies: 2
Views: 1332

Re: Miners not Mining Upon Game load

Rseding91 wrote:You'll need to mine and re-place the miners to activate them. The additional overhead of checking if any new ore is regenerated and re-activating miners was deemed not worth it for this case.

Ok that's good to know, thanks buddy :)
by Phantum
Fri Apr 28, 2017 2:05 am
Forum: Won't fix.
Topic: Miners not Mining Upon Game load
Replies: 2
Views: 1332

Miners not Mining Upon Game load

https://clips.twitch.tv/ShinyBumblingClamDogFace So when having an additional resource next to uranium ore, if a miner is converted to one of them Gas Guzzling beasties, upon loading a saved world, the miner will not remain mining the secondary resource, and seems to be only capable of mining upon r...
by Phantum
Wed Apr 26, 2017 9:07 am
Forum: Duplicates
Topic: Crash to Desktop on player joining server (mismatched mods)
Replies: 2
Views: 896

Re: Crash to Desktop on player joining server (mismatched mods)

Ah thanks, and sorry, I was streaming and wasn't able to spend much time looking for other similar reports.
by Phantum
Wed Apr 26, 2017 1:37 am
Forum: Duplicates
Topic: Crash to Desktop on player joining server (mismatched mods)
Replies: 2
Views: 896

Crash to Desktop on player joining server (mismatched mods)

https://pastebin.com/edit/QxZcPafG So I had a guy attempting to connect to my multiplayer server while I was streaming using OBS Studio. I have two mods purely for streaming purposes, we had Arumba lights, explosive termites, farl, rso-mod, squeak through, and the guy attempting to join me had an ex...
by Phantum
Sat Feb 11, 2017 7:57 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1213732

Re: Bugs & FAQ

http://puu.sh/tYJvI/a19c900935.png



LITERALLY UNPLAYABLE MATE!

my --> me ;P


Was so interested, but now I must avoid :(
by Phantum
Wed Nov 30, 2016 12:57 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298718

Re: [MOD 0.14] SmartTrains 1.1.7

That's how it works, no ambiguities. (The only exception would be a line with mapping where the destination station doesn't have a mapping assigned, but the whole discussion is about such an advanced/exotic feature that i would flat out say that case would be an user error :lol: ) Alright, next upd...
by Phantum
Mon Nov 28, 2016 12:10 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298718

Re: [MOD 0.14] SmartTrains 1.1.6

That may be what was causing it. I had the "leave when above this energy level" set to right at the train's max limit. I think what was happening was that the inserters would fill up one fuel slot to 199 (vs. 200) b/c it couldn't insert a whole stack. Yes, that was most likely the issue. ...
by Phantum
Fri Nov 25, 2016 2:24 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298718

Re: [MOD 0.14] SmartTrains 1.1.7

It was SmartTrains fault, though the message is from FatController. I managed to solve it in FatController: https://mods.factorio.com/mods/Choumiko/TheFatController The proper fix in SmartTrains would require a lot of testing, since it involves a function that handles the jumpTo rules, and i'm too ...
by Phantum
Thu Nov 24, 2016 12:03 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298718

Re: [MOD 0.14] SmartTrains 1.1.7

so lately I keep getting spammed by Warning, a train has taken longer than 10 minutes between stations, even though the train is going back and forth to different stations as my combinator system sends it, am I doing something wrong? or would that be from a different mod? o.0 Edit: Ah must be someth...
by Phantum
Tue Nov 22, 2016 10:47 am
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159280

Re: [0.14.x] Bob's Mods: General Discussion

How can I change the stack size for items? these mods makes ores stack to 200 and i would like them smaler Currently not something that would be easy to do. You'd have to mod the mod to do it. I did that a long time ago, updated everything, loaded the save to find it difficult to place stuff in che...
by Phantum
Thu Nov 10, 2016 10:25 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159280

Re: [0.14.x] Bob's Mods: General Discussion

I've decided to bite the bullet and tackle Bobs/Angels. However, the one thing holding me back is that one of my favourite mods (Nucular) doesn't seem to play nicely with the combination of both Bob's and Angels. Uranium ore still appears if I enable Angels alone, but is conspicuous by its absence ...
by Phantum
Sun Jul 24, 2016 2:23 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 120347

Re: [MOD 0.12.12+] Research queue 1.2.6

so if you use this mod, then disable it, you can no longer open up the technology screen... D: Also, bob's mod's turrets don't appear in RQ yes they do, they were already researched.
by Phantum
Sun Jul 10, 2016 5:23 pm
Forum: Mods
Topic: [MOD 1.1] Oxygen
Replies: 88
Views: 85367

Re: [MOD 0.13.+] Oxygen

There is a small bug in the info.json. You have "N.Tech-Chemistry" there while the mod is called "N-Tech chemistry". There is also an error when the mod is added to an existing save: Error while running the event handler: __Oxygen__/control.lua:103: attempt to index field 'oxyge...
by Phantum
Sat Jul 09, 2016 3:00 pm
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 90921

Re: [MOD 0.12.20+] Homeworld

do you have a changelog somewhere?
by Phantum
Sat Jul 09, 2016 5:35 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1383428

Re: Development and Discussion

...I can see questions have been raised before about how best to go about using angel's refining processes, so I suppose I should ask here as well. Using a few mods, but sticking mostly to vanilla (no bob ores or yuoki industries). (1)So my problem is simply overproduction of one material causing t...
by Phantum
Fri Jul 08, 2016 10:09 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1383428

Re: Development and Discussion

do we know when the petrochem will come about? When it's done ;) It will be out in union with the smelting mod I think, but there is still much to do to have it really playable. Did you change how disabling of catalysts works or I missed something? I think previously disabling them removed all cata...
by Phantum
Fri Jul 08, 2016 4:30 pm
Forum: General discussion
Topic: So, Trains, Signals, Stations, Request :)
Replies: 1
Views: 1009

So, Trains, Signals, Stations, Request :)

So I've noticed that as we're placing signals or stations at the moment it will ghost the squares that carts would normally be sitting in, however, it seems that it only ever shows 4? squares. is there a way to either increase that to 8 (for a 2-6-2 setup) or can this be implemented?

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