Search found 110 matches
- Tue Mar 26, 2019 3:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.4] Crash placing assembler 2 over ghost of assembler 3: "ProductionHelper::createMaterialGuiSlot"
- Replies: 10
- Views: 2990
Re: [Dominik][0.17.4] Crash placing assembler 2 over ghost of assembler 3: "ProductionHelper::createMaterialGuiSlot"
I last had the crash last week sometime (had it twice total). I can try to reproduce it in the most recent version. I'll let you know if it happens again.
- Wed Mar 20, 2019 11:16 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1379162
Re: Development and Discussion
If I'm reading it right, the specialized tree creation still isn't worth it, even with the changes. You are giving up ~3 resin worth of wood to gain 1 resin (same with plastic). It needs to either not lose the wood or make more resin/rubber/plastic or something. Unless the thought is that not needin...
- Tue Mar 12, 2019 9:49 pm
- Forum: Bob's mods
- Topic: Lead (Galena) not spawning in map
- Replies: 4
- Views: 2808
Re: Lead (Galena) not spawning in map
Lead is also almost impossible to see against dark terrain or in the fog of war (since that darkens everything). So there may well be some closer that you just missed when looking for it. RSO generates it in the starting area as well, for an option.
- Tue Mar 12, 2019 9:45 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 134026
Re: [0.17] Please post bugs and balance issues here.
The other question is, why is there a pollution cleaning chip (don't know which kind by sight) in the ingredients without an amount or label? Is that a bug with FNEI or the recipe? Neither. Modules are built by upgrade. You don't just build a max level speed module. You have to build a speed module...
- Mon Mar 11, 2019 3:41 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 134026
Re: [0.17] Please post bugs and balance issues here.
Tech dependencies for modules are messed up. Productivity/Speed/Efficiency 2 requires advanced electronics 2 and P/S/E 3 requires production science packs (for some reason). Pollution creation/reduction module 2s don't require advanced electronics 2, level 3 does (which is how it should be, since it...
- Wed Mar 06, 2019 5:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.4] Crash placing assembler 2 over ghost of assembler 3: "ProductionHelper::createMaterialGuiSlot"
- Replies: 10
- Views: 2990
Re: [0.17.4] Crash placing assembler 2 over ghost of assembler 3: "ProductionHelper::createMaterialGuiSlot"
I had a similar crash in 17.6, clicking on a bob's electrolyser which had been placed over the ghost of an electrolyser 2 with a recipe in place.
- Fri Mar 01, 2019 7:24 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 185925
Re: [0.17.x] Bob's Mods: General Discussion
I think you should remove the Fast Inserter research (50 AutomationScience Packs) They are also included in Logistics 3 and they use cobalt. While cobalt is obtainable with transport science, ECBs are way out of reach at the point where you research the inserters as standalone tec and you dont real...
- Fri Jul 20, 2018 2:43 am
- Forum: Ideas and Suggestions
- Topic: Train Stop Blueprints
- Replies: 1
- Views: 1108
Train Stop Blueprints
TL;DR Train stops shouldn't always overwrite colors and should be able to overwrite names. What ? It would be nice if train stop blueprints didn't overwrite the color of the train stop if the stop in the blueprint is the default color. It would also be nice if you could set a blueprint to overwrite...
- Fri Jun 15, 2018 1:44 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.36] Freeze during long session
- Replies: 4
- Views: 1553
Re: [0.16.36] Freeze during long session
It is a multiple monitor thing. I've had it happen without switching the monitor source, but I also found out how to get it to recover: click on the other monitor. It isn't a focus thing, if I alt tab to something else it is still frozen, but if I click on the desktop of the other monitor it suddenl...
- Fri Apr 27, 2018 1:50 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.36] Freeze during long session
- Replies: 4
- Views: 1553
Re: [16.36] Freeze during long session
I had it happen again, but it recovered after a few moments. I realized that there was one other thing: I have 2 monitors, one 1080p and one 4K. I had them both attached to the computer I was running Factorio on (Factorio running on the 1080p in fullscreen) and the 4K was also attached to my unrelat...
- Mon Apr 16, 2018 11:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.36] Freeze during long session
- Replies: 4
- Views: 1553
[0.16.36] Freeze during long session
I had been playing fine for several hours. I was working, so ended up idling for several minutes to an hour in a factorissimo building, so not on the main map, and with the game paused. At which point it froze. Memory usage was 5.4G, cpu and gpu were 0. It did eventually take the click that dismisse...
- Thu Apr 05, 2018 9:21 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Science
- Replies: 63
- Views: 36090
Re: [MOD 0.16.x] MadClown01's Science
Having a weird bug with making science packs from liquids. For some reason If I attach the pipes, then select the recipe (or change the recipe) the pipes don't link up. Picking up and replacing the pipes with the recipe in place fixes it and they work fine. Graphically and functionally you can see t...
- Thu Apr 05, 2018 9:00 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3871
- Views: 1209083
Re: Bugs & FAQ
So is raw rubber (from desert tree cultivation) supposed to produce liquid plastic? I would think it should make liquid rubber...
- Thu Apr 05, 2018 8:17 pm
- Forum: Bob's mods
- Topic: Classes + Extra bodies
- Replies: 58
- Views: 29777
Re: Classes + Extra bodies
It would be nice to have a lower level research that let you change your active class. Miner is great to start but I actually want hand smelting to be turned off once I get smelteries set up, otherwise I accidentally hand smelt steel which takes forever and is a waste. I'd like to switch to builder,...
- Fri Mar 30, 2018 9:57 pm
- Forum: Angels Mods
- Topic: Is there another way to get wood ?
- Replies: 3
- Views: 6998
Re: Is there another way to get wood ?
If you are running full angel's you can also get 100 wood for each special tree you cut down (dark blue dots on the map) and also an item that lets you make an arboretum that is the angel greenhouse equivalent. I have taken to just running around while my tiny starter base is researching the early m...
- Fri Mar 23, 2018 11:00 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 324389
Re: [0.16.x] Bob's Mods: General Discussion
Can you make a splitter that doesn't have any of the filtering/prioritizing options? I think a black splitter without those features and a black underground with a gap of 1 or 2 would fit in perfectly. If you can't, I would keep the splitter at yellow+ but still add in the short underground.
- Fri Mar 23, 2018 10:55 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 310423
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Angels makes it really painful, since you both are short of iron in the beginning anyway and yet you need at least yellow belts to get any kind of reasonable throughput on things. I ended up changing the recipe to one black belt and 2 tin plates and that seems to be a decent compromise (I could at l...
- Thu Mar 22, 2018 5:54 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 310423
Re: [0.12.x][v0.12.10] Bob's Logistics mod
It's part of a change the cost progression to something more linier to make belts more viable when you start to enter the "Robots" phase. Also a move away from "It costs more iron!" to "it costs something else". I'd say harder to produce, but then Titanium and Nitinol ...
- Sat Mar 10, 2018 11:56 pm
- Forum: Angels Mods
- Topic: How to get seeds ?
- Replies: 7
- Views: 5577
Re: How to get seeds ?
Once you get some seeds from the seed extractor (make sure you use the recipe that returns seeds), each seed can be produced from the results of planting the individual seed (with a positive return). Bear in mind that the seed extractor recipe doesn't always return seeds. If it does succeed at produ...
- Fri Mar 09, 2018 4:20 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1379162
Re: Development and Discussion
We already have that with the bio-processing stuff thofoodfactorio wrote:careful what you wish for....Frost wrote:Some trimming of the fat is in order.
we might get a petrochem chain for turning fats into oils, into gas oil and lube