well, that might be reason, why it poped in new posts list.
Search found 870 matches
- Thu Mar 21, 2019 8:47 pm
- Forum: Ideas and Suggestions
- Topic: Train Colors in HSV
- Replies: 45
- Views: 15055
Re: Train Colors in HSV
- Thu Mar 21, 2019 8:40 pm
- Forum: Ideas and Suggestions
- Topic: Train Colors in HSV
- Replies: 45
- Views: 15055
Re: Train Colors in HSV
well, someone resuscited this thread, so i picked answer i like.Arch666Angel wrote: βThu Mar 21, 2019 7:20 pmThat necro is close to obscenemexmer wrote: βThu Mar 21, 2019 11:57 amdefinetly this.Arch666Angel wrote: βWed Mar 15, 2017 1:32 pmIt should be a slider for the wavelenght of the photons.
look at dates above my post.
- Thu Mar 21, 2019 11:57 am
- Forum: Ideas and Suggestions
- Topic: Train Colors in HSV
- Replies: 45
- Views: 15055
Re: Train Colors in HSV
definetly this.Arch666Angel wrote: βWed Mar 15, 2017 1:32 pmIt should be a slider for the wavelenght of the photons.
- Tue Mar 19, 2019 8:33 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1084969
Re: [0.16] Sea Block Pack 0.2.17
Incompatible with ShinyBobGFX mod 14.865 Error AtlasSystem.cpp:1206: The given sprite rectangle (left_top=0x0, right_bottom=128x128) is outside the actual sprite size (left_top=0x0, right_bottom=32x32). Sprite name: __ShinyBobGFX__/graphics/icons/circuits/basic-circuit-board.png. If this is being u...
- Mon Mar 18, 2019 10:15 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1084969
Re: [0.16] Sea Block Pack 0.2.17
Yes, there's a mod setting in SCT that changes whether or not military tech requires blue. It defaults to not having it, but I think in the 0.16 pack it defaulted to having it. If this mod pack is better balanced with that setting turned on, I think there's a way for the Sea Block mod to force that...
- Mon Mar 18, 2019 6:02 pm
- Forum: Not a bug
- Topic: [Oxyd] [0.17.14] Research completion not printing to the console
- Replies: 4
- Views: 1399
Re: [Oxyd] [0.17.14] Research completion not printing to the console
research name was printed by autoresearch mod for example, maybe he was using that and now uses factorio queue.
imo factorio always only blinked research button on completition. and printed message in multiplayer, when player changed research
imo factorio always only blinked research button on completition. and printed message in multiplayer, when player changed research
- Sun Mar 17, 2019 8:07 pm
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 57398
Re: [MOD 0.16.x, 0.17.x] SCTM
should be fixed in 0.17.6
- Sat Mar 16, 2019 1:16 pm
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 57398
Re: [MOD 0.16.x, 0.17.x] SCTM
can you post list of mods, because i have not seen such thing on my test. but i use only bobs and angels, no other mods involved.
- Thu Mar 14, 2019 8:56 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1084969
Re: [0.16] Sea Block Pack 0.2.17
yes gold is required a lot, but there is not much alternatives, there is no platinum or other rare metal, that can replace it ... and silver is not proper replacement. although for optical components i wast thinking about silver, but they already have glass in ... Platinum assets are already in gam...
- Sun Mar 10, 2019 6:09 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208982
Re: [0.17.x] Bob's Mods: General Discussion
See the chainlog WIP in bug reporting section: https://forums.factorio.com/viewtopic.php?f=51&t=65190&p=400567#p400567 I'm working on too many bugs at once to fast push these, if I released after fixing each bug, we'd probably be up to 0.17.10 already. thanks for link. anyways, you need to ...
- Sun Mar 10, 2019 5:38 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208982
Re: [0.17.x] Bob's Mods: General Discussion
boblogistic has some unprecedented shortcuts in research as you can see, T1 fast inserter techology (exists in vanilla), unlocks in boblogistic express inserters (which are t3), so even if you research them, until you get to blue technology, you cannot make them, not to mention they need as compone...
- Sun Mar 10, 2019 11:32 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208982
Re: [0.17.x] Bob's Mods: General Discussion
boblogistic has some unprecedented shortcuts in research as you can see, T1 fast inserter techology (exists in vanilla), unlocks in boblogistic express inserters (which are t3), so even if you research them, until you get to blue technology, you cannot make them, not to mention they need as componen...
- Sun Mar 10, 2019 10:21 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1084969
Re: [0.16] Sea Block Pack 0.2.17
You've confused Advanced Circuits with Processing Units (available later). Hovewer, gold (and Advanced Circuits) is indeed used in the Atomic Sensor Array and Femto Laser Foci, (sub)components of Blue Science. Also, no catalyst seems to use gold. I think you're misunderstanding the point I'm making...
- Sun Mar 10, 2019 10:13 am
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 57398
Re: [MOD 0.16.x, 0.17.x] SCTM
I get a soft lock when I click on "Advanced electronics 2" in the research tree screen. It only seems to be that tech. It was already researched, I was just clicking around to navigate the tree. I can hover over it and go to the techs before and after it with no problems. This is in the m...
- Sun Mar 10, 2019 1:03 am
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 57398
Re: [MOD 0.16.x, 0.17.x] SCTM
Running some crash test I realised I didn't download bob's tech and revamp mods, wich didn't cause any problem until you update your mod to bobangel support. That was dumb of me, it's all running well now, my apologies... it's ok i should properly check for bobtech mod presence, it's fixed now in 0...
- Sat Mar 09, 2019 10:33 pm
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 57398
- Sat Mar 09, 2019 4:42 pm
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 57398
Re: [MOD 0.16.x, 0.17.x] SCTM
0.17.2 released now with support restored for aai, bobs mods and angels mods
todo
py
xander
omnisuite
....
all other stuff i planned
todo
py
xander
omnisuite
....
all other stuff i planned
- Wed Mar 06, 2019 7:08 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1084969
Re: [0.16] Sea Block Pack 0.2.17
Got my old save working, resuming my 0.16 seablock factory... plastic and brass underground pipe has exactly one less length now. NotLikeThis. This is a spectacular troll on my existing spaghetti. Who is the sadist behind this one, Bob or Angel? Or a @Trainwreck tweak an update broke? check your mo...
- Tue Mar 05, 2019 10:03 pm
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 57398
Re: [MOD 0.16.x] SCTM
new version is up with fixed migration scripts (still vanilla only), and fixed loading when military is set to tier3
- Sun Mar 03, 2019 10:02 pm
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 57398
Re: [MOD 0.16.x] SCTM
version 0.17 is up, but it has certainly lot of limitations
1) it's only been tested with vanilla
2) it's missing tweaks for other mods (that were supported in 0.16)
3) it's missing migrations (eg. loading 0.16 might crash game, or do weird stuff)
1) it's only been tested with vanilla
2) it's missing tweaks for other mods (that were supported in 0.16)
3) it's missing migrations (eg. loading 0.16 might crash game, or do weird stuff)