Search found 91 matches

by Tyrindor
Wed Apr 26, 2017 12:21 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Replies: 103
Views: 89912

Re: [MOD 0.12.x, 0.13.x, 0.14] Flow Control

I really hope to see this get updated for 0.15. It makes oil setups so much easier.
by Tyrindor
Mon Apr 24, 2017 9:24 pm
Forum: Pending
Topic: [0.15.1][posila] Unable to create sprite error upon launch
Replies: 8
Views: 2701

Re: [0.15.1] Unable to create sprite error upon launch

TheMugbearer wrote:
onebit wrote:
probably not enough of video memory.
Factorio ran perfectly pre-0.15.0. You are not helping.
And factorio added much higher resolution textures requiring more video memory. 2GB recommended to be exact.

You have integrated graphics. Did you enable them?
by Tyrindor
Mon Apr 24, 2017 8:05 pm
Forum: Releases
Topic: Version 0.15.1
Replies: 54
Views: 43820

Re: Version 0.15.1

You guys rock. I've noticed that sometimes when I customize certain map set settings with a preset selected, create a new world on those settings, click restart, then go back to main menu, it'll keep some of those custom settings instead of fully loading preset defaults. I assume it's intended to lo...
by Tyrindor
Mon Apr 24, 2017 5:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.0] "Value must be a dictionary in property tree at ROOT.other"
Replies: 52
Views: 21306

Re: [0.15.0] Startup problem with Factorio

Tomik wrote:So..I have a variation of the same problem..but deactivating the Cloud options doesn't work for me. :(

Image
Delete your entire factorio folder under appdata/roaming
by Tyrindor
Mon Apr 24, 2017 4:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.0] "Value must be a dictionary in property tree at ROOT.other"
Replies: 52
Views: 21306

Re: [0.15.0] Startup problem with Factorio

Pretty sure the steam cloud is pulling our old config file, even if we delete it, so it's breaking it.

EDIT: Confirming, go to factorio properties in steam and unheck cloud sync under updates.
by Tyrindor
Mon Jan 23, 2017 6:38 am
Forum: Mods
Topic: [MOD 0.13] Big Bags - more space in your bags
Replies: 205
Views: 124363

Re: [MOD 0.13] Big Bags - more space in your bags

I want to use other mods for researching robots and logistic/trash slots... but with this there are conflicts. This mod does too much with no easy way to disable things. I'd love if this mod was just a simple "BigBags" mod like the mod title implies. Simply increase to inventory, bigger st...
by Tyrindor
Wed Dec 07, 2016 4:11 pm
Forum: Mods
Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
Replies: 43
Views: 23072

Re: [MOD 0.14+] Long Reach Research 0.1.2

Released v0.1.2. Added config.lua with the following options: apply_to_mining_distance (default = true) apply_to_item_drop_distance (default = true) apply_to_item_pickup_distance (default = false) apply_to_loot_pickup_distance (default = false) Also, it turns out I was using the wrong base value fo...
by Tyrindor
Tue Dec 06, 2016 4:35 am
Forum: Mods
Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
Replies: 43
Views: 23072

Re: [MOD 0.14+] Long Reach Research 0.1.1

When using a mod like DoubleReach or LongReach, you can set different distances for placing a building/belt versus mining and cutting down trees. Mining and cutting down trees from 400% away seems out of place. An option to keep those default would be nice. In the mean time, I just deleted the minin...
by Tyrindor
Sat Dec 03, 2016 10:52 am
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 132804

Re: [MOD 0.13.20] ShinyBob_v0.13.6 & v0.14.6

Can't use this mod if you have certain bobs modules uninstalled, yet those modules are not listed as a dependency. For example: I get a crash about oxygen when I remove ores/intermediates. I looked around in the files for an hour or so and finally got it to work. It is caused by Nexela_code. Setting...
by Tyrindor
Sat Oct 08, 2016 3:27 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1003554

Re: Factorio Roadmap for 0.15 + 0.16

"High res graphics introduction (This means just some parts of the game will be in high res in this version)" When you have a high resolution machines next to a low resolution machines, it looks worse than just having all low resolution machines. You see the jarring difference by compariso...
by Tyrindor
Thu Jul 21, 2016 9:59 am
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 132804

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

:o :o :o What?! Big update on Bob's mod logistic!!!! Noooooooooooo!!!! :shock: :? :shock: :? I don't think I will keeping much longer updating my mod as it takes me an insane amount of time and energy... I will try to fix things for this last update of Bob's but that's it... No more updates from me...
by Tyrindor
Thu Jul 21, 2016 9:44 am
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 132804

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Thanks, here's another "bug".. all the inserter research the mod adds is obsolete/duplicates. Check out bob's inserter mod (which I believe is being put into bob's logistics by default). All inserters are now configurable to do what you want, without having 50 different types.
by Tyrindor
Wed Jul 20, 2016 12:08 pm
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 132804

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Doesn't work for me, running latest factorio and all of bob without bob's plates/ores/electronics. Seems your code is assuming you have all bob's modules installed, and if you don't, it crashes because it can't find said item. :(

http://imgur.com/a/mNULG
by Tyrindor
Sat Jul 16, 2016 1:02 am
Forum: Not a bug
Topic: [13.X] Rails accidentally removed after "mining" train
Replies: 4
Views: 1155

[13.X] Rails accidentally removed after "mining" train

After you get a fast mining tool, especially if you have mods that add faster tools, it's far too easy to accidentally pickup the rail when picking up a train/cargo. I find myself always having to place the rail back down. Please make a similar change here as you did with ores patches in 0.13.5.
by Tyrindor
Sat Jul 16, 2016 12:54 am
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 132804

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Sadly the quick fix 0.1.6 crashes on startup as of 13.9.
by Tyrindor
Thu Jul 14, 2016 11:48 am
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 42130

Re: Feedback

I'll try to look into biters not biting - I'm assuming it's with only RSO installed no other mods present? I have bobs mods installed, including bobsenemies. It's possible there is a conflict but I think I tested with just RSO when 0.13 first launched. I did another test today and set biter to the ...
by Tyrindor
Thu Jul 14, 2016 10:05 am
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 132804

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

Can i make a suggestion for the new version? Please stop changing textures of vanilla buildings. It's quite distracting to see a "blue" assembler and think, oh that's MK2, but nope it's MK4 in this. There are other cases, like the oil refinery being different, etc. I would prefer that eve...
by Tyrindor
Wed Jul 13, 2016 11:47 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 313281

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Right now it makes the vanilla long handed inserter completely pointless and more expensive than the standard inserter. the long inserter is actually somewhere between standard inserter and fast inserter. Inserter: extension_speed = 0.03, rotation_speed = 0.014, long inserter: extension_speed = 0.0...
by Tyrindor
Wed Jul 13, 2016 10:22 pm
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 42130

Re: Feedback

Jumping into this conversation to agree with statement that biter respawning is practically non-existant on default RSO. I'm not an expert on modding but I notice a considerable difference in respawn rate (or how/where they choose to respawn?) in 0.13 RSO over 0.12. Venturing out into the outer rea...
by Tyrindor
Wed Jul 13, 2016 2:45 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 313281

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Just happened upon the inserter mod, totally hoping it gets merged into logistics mod and all the obsolete inserters get removed. So much nicer than having 20 different inserters. Just a thought, but perhaps limit the long reach to fast inserters and above only. That way the vanilla long reach inser...

Go to advanced search