Search found 192 matches
- 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...
- 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...
- 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 ...
- 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)
- 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...
- 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...
- 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 ...
- 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...
- 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.
- 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
GUI related advice of?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).
- 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 ...
- 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
Awesome, looking forward to test, thanks for all you have done!drs9999 wrote:updated to Factorio 0.11.0!