Search found 192 matches

by OvermindDL1
Sun May 31, 2015 7:18 am
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 187498

Re: [MOD 0.11.20+] Cursed Exp - v0.3.3

Got another bug by clicking replace for a mine and on placing it down getting this: Error while running the event handler: __Cursed_Exp__/scripts/onbuiltentity.lua:11: { id = 1, name = "mines" } --[[table: 0x7fec3c77a350]] The line of code it seems to error on is: error(serpent.block(rebui...
by OvermindDL1
Sun May 31, 2015 2:18 am
Forum: Mods
Topic: [MOD 1.1] Oxygen
Replies: 88
Views: 85425

Re: [0.11.X] Oxygen

As per prior recent posts, 10 is *not* enough when playing heavily modded, I adjusted mine to 15 and that was sufficient, though I could see most people needing more when not making a dead beeline for it like I was in my mod-set. However, I am here to report a 'bug'? Specifically when calling: remot...
by OvermindDL1
Sun May 31, 2015 2:09 am
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 187498

Re: [MOD 0.11.20+] Cursed Exp - v0.3.3

Found another error with 0.3.3 on Factorio 0.11.22, when clicking the Oxygen button and the Oxygen mod is installed: Error while running the event handler: __Cursed-Exp__/scripts/gui.lua:4795: bad argument #1 to 'floor' (number expected, got nil) Got another error as well when I tried to get blood ...
by OvermindDL1
Sat May 30, 2015 10:25 pm
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 187498

Re: [MOD 0.11.20+] Cursed Exp - v0.3.3

Found another error with 0.3.3 on Factorio 0.11.22, when clicking the Oxygen button and the Oxygen mod is installed:

Code: Select all

Error while running the event handler: __Cursed-Exp__/scripts/gui.lua:4795: bad argument #1 to 'floor' (number expected, got nil)
by OvermindDL1
Sat May 30, 2015 10:07 pm
Forum: Bob's mods
Topic: Wood Farming?
Replies: 17
Views: 21374

Re: Wood Farming?

That's not really how tree farm works, you eat 40 saplings and spit out 200 wood with long craft creates spikes in supply like treefarm but without the lag. True but this also requires no scripts, say a tree-graphic assembler that can only process 1 germling to 5 wood over 60 seconds, you could mak...
by OvermindDL1
Sat May 30, 2015 9:42 pm
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 187498

Re: [MOD 0.11.20+] Cursed Exp - v0.3.3

hello there question does it work for 0.11.18 cause i keep getting errors with older version Try with the last version, if you have a error, tell me what it say I have one, Factorio 0.11.22, error is: Error Util.cpp:43: Error when opening ./factorio_0.11.22/mods/Cursed-Exp_0.3.3/graphics/entities/b...
by OvermindDL1
Sat May 30, 2015 8:20 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 176280

Re: [MOD 0.11.*] Resource Spawner Overhaul

New version is up - I upped Nickel a bit for bob's ores and fixed the starting area issue. I also looked into integration of Straight World mod - it could be used with RSO if it's a part of it. I found also quite serious issue with Straight World mod itself - it makes map generator work constantly ...
by OvermindDL1
Sat May 30, 2015 5:25 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
Replies: 123
Views: 101018

Re: [0.11.x][v0.1.2] Bob's Enemies Mod

There is no plan to add an item collector, but I'll consider it. I think I want to add an even higher level of biters and spitters too. With all the new warfare stuff I've been adding in the warfare mod, the new enemies are a bit too easy to kill now. And with a fully kitted out mk 5 power armour w...
by OvermindDL1
Sat May 30, 2015 4:43 am
Forum: Bob's mods
Topic: Wood Farming?
Replies: 17
Views: 21374

Re: Wood Farming?

You could make an 'assembler' with a tree graphic instead of a machine, have a recipe of 1 germling to 5 wood at however much timeframe you deem reasonable.
by OvermindDL1
Wed Nov 05, 2014 6:44 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Assembly Machines
Replies: 122
Views: 86213

Re: [0.11.x][v0.1.7] Bob's Assembly Machines

drs9999 wrote:I played(well more tested than played) a mp with treefarm and we didn't encounter any desyncs (as long as you follow the gui-related advide I gave).
GUI related advice of?
by OvermindDL1
Tue Nov 04, 2014 12:08 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Assembly Machines
Replies: 122
Views: 86213

Re: [0.11.x][v0.1.7] Bob's Assembly Machines

Treefarm works in MP? I assumed it wouldn't because it uses scripts quite extensively. but, Yeah, the Devs made it clear when they were intending to release the new version, so I knew it was coming, the moment I got home from work and was able to download the update, I did, then spent the next few ...
by OvermindDL1
Sat Nov 01, 2014 8:00 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328877

Re: [MOD 0.11.x] Treefarm v1.2.0

drs9999 wrote:updated to Factorio 0.11.0!
Awesome, looking forward to test, thanks for all you have done!

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