Search found 870 matches

by mexmer
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

BlueTemplar wrote: ↑
Thu Mar 21, 2019 8:44 pm
merged
well, that might be reason, why it poped in new posts list.
by mexmer
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

Arch666Angel wrote: ↑
Thu Mar 21, 2019 7:20 pm
mexmer wrote: ↑
Thu Mar 21, 2019 11:57 am
Arch666Angel wrote: ↑
Wed Mar 15, 2017 1:32 pm
It should be a slider for the wavelenght of the photons.
definetly this.
That necro is close to obscene :D
well, someone resuscited this thread, so i picked answer i like. :mrgreen:

look at dates above my post.
by mexmer
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

Arch666Angel wrote: ↑
Wed Mar 15, 2017 1:32 pm
It should be a slider for the wavelenght of the photons.
definetly this.
by mexmer
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...
by mexmer
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...
by mexmer
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
by mexmer
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
by mexmer
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.
by mexmer
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...
by mexmer
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 ...
by mexmer
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...
by mexmer
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...
by mexmer
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...
by mexmer
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...
by mexmer
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...
by mexmer
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

Re: [MOD 0.16.x, 0.17.x] SCTM

Dechou wrote: ↑
Sat Mar 09, 2019 6:30 pm
Image

Got that error loading your updated mod with bobangel, just a small tweak I guess.
Thanks for your work and your amazing mod :).
can you post mod settings? because i can't replicate this.
by mexmer
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
by mexmer
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...
by mexmer
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
by mexmer
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)

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