Search found 183 matches

by OvermindDL1
Sun Jan 28, 2018 7:17 am
Forum: Mods
Topic: [MOD 0.13] EfficienSee : optimise your factory !
Replies: 123
Views: 36780

Re: [MOD 0.13] EfficienSee : optimise your factory !

And an error when testing force mods: 109.252 Error ServerMultiplayerManager.cpp:95: MultiplayerManager failed: "Error while running on_init: Error while running event EfficienSee::on_research_finished (ID 18) __EfficienSee__/control.lua:2128: attempt to index field 'force_mem' (a nil value) st...
by OvermindDL1
Sun Jan 28, 2018 6:55 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 296
Views: 69231

Re: Mylon's Many Mods

New mod: https://mods.factorio.com/mod/This_Tank_Stops_For_Nobody Nice scenario! Crash when clicking 'accept crew' though: 185.880 Error MainLoop.cpp:1016: Exception at tick 1947: Error while running event level::on_gui_checked_state_changed (ID 3) ...mapps/common/Factorio/temp/currently-playing/co...
by OvermindDL1
Sun Jan 28, 2018 5:07 am
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 287347

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

Got an error on loading a new game: 205.288 Error ServerMultiplayerManager.cpp:95: MultiplayerManager failed: "Error while running on_init: Error while running event Natural_Evolution_Buildings::on_research_finished (ID 18) __Natural_Evolution_Buildings__/control.lua:556: attempt to perform ari...
by OvermindDL1
Sun Jan 28, 2018 5:01 am
Forum: Mods
Topic: [MOD 0.13] EfficienSee : optimise your factory !
Replies: 123
Views: 36780

Re: [MOD 0.13] EfficienSee : optimise your factory !

Crash when loading the a scenario: 1263.550 Error AppManager.cpp:513: Error while running on_init: Error while running event EfficienSee::on_research_finished (ID 18) __EfficienSee__/control.lua:2128: attempt to index field 'force_mem' (a nil value) stack traceback: ...mapps/common/Factorio/temp/cur...
by OvermindDL1
Sun Jan 21, 2018 8:00 am
Forum: Mods
Topic: [MOD 0.18] Quality of Life research
Replies: 17
Views: 7193

Re: [MOD 0.15] Quality of Life research

Same issue with when any mod updates then the effects from this mod reset, thus causing large amounts of items in inventory to just vanish (not even drop on the ground interestingly...). As for these issues in general, they have been big issue throughout the lifetime of this mod. It's caused by some...
by OvermindDL1
Sun Jan 21, 2018 4:27 am
Forum: Pending
Topic: [0.16.16] Crash on desync: "State and scenario saver doesn't match"
Replies: 2
Views: 530

[0.16.16] Crash on desync: "State and scenario saver doesn't match"

Running 0.16.16. I placed a force field emitter from this mod: https://mods.factorio.com/mod/ForceFields2 It lagged the game on creation for a few seconds, as it often does, however this time the other player desynced at the second it lagged and ended up getting kicked out from the game. When they l...
by OvermindDL1
Fri Jan 12, 2018 10:16 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 199951

Re: Friday Facts #225 - Bots versus belts (part 2)

What about just making a logistic network local to only a single roboport? I.E. the roboport manages it's own network, the network being it's range, thus robots in a single roboport only ever go back to that roboport and only work with chests within the range of that roboport. A logistics chest coul...
by OvermindDL1
Sun Jan 07, 2018 11:54 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 296
Views: 69231

Re: Mylon's Many Mods

Under what conditions would you want to disable concreep? It should only occur if you have available concrete and available construction bots. I'd prefer to do it 'later' in the base, not when I have just started placing roboports. In addition it would be nice to only enable it when I have a certai...
by OvermindDL1
Fri Jan 05, 2018 3:18 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 296
Views: 69231

Re: Mylon's Many Mods

Any chance on an enable/disable button for Concreep, maybe only enable it if a certain signal is enabled in a new combinator or something? :-)
by OvermindDL1
Sat Dec 30, 2017 1:40 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 296
Views: 69231

Re: Mylon's Multiple Mods

Mylon wrote:Fixed. Thanks for the report.
Thanks much for the mods!
by OvermindDL1
Fri Dec 29, 2017 6:04 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 296
Views: 69231

Re: Mylon's Multiple Mods

Bug report:

Code: Select all

Error while running event Peppermint_Mining::on_tick (ID 0)
__Peppermint_Mining__/control.lua:299: bad argument #1 to 'remove' (table expected, got nil)
This was after upgrading to the latest version of peppermint mining as of the time of this post, bad migration perhaps?
by OvermindDL1
Mon Dec 25, 2017 12:25 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 95118

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

This is one of the last mods to be updated for my games, so I'm looking forward as well!
by OvermindDL1
Thu Dec 14, 2017 6:10 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 59333

Re: Feedback

Much as I love the sniper turrets, they are way overpowered. I know their DPS is less than turrets, but they make the ammo far stronger, and the ammo is still easy to get, and they are easy to spam out (especially since they use very little ammo) so taking out bases becomes a walk in the park. Hones...
by OvermindDL1
Wed Dec 13, 2017 10:57 pm
Forum: Bob's mods
Topic: Classes + Extra bodies
Replies: 58
Views: 20669

Re: Classes + Extra bodies

Also, I can't remember if I mentioned it before, but multiple bodies, and classes were going to be two separate mods. with how complex some of the interactions between classes and multiple bodies will be (Since if you have both installed, you can multiple body with multiple classes), it will be far...
by OvermindDL1
Fri Dec 01, 2017 4:31 pm
Forum: News
Topic: Friday Facts #218 - Import bpy, Export player
Replies: 67
Views: 19338

Re: Friday Facts #218 - Import bpy, Export player

It turns out that the answer is game.write_file . From that, I present a whopping 21-line proof-of-concept mod Health Report . It continuously keeps a file, `script-output/health.txt` updated with your current health. That's all. I'm not saying that a non-disk-based IPC interface wouldn't be better...
by OvermindDL1
Wed Nov 29, 2017 12:48 am
Forum: News
Topic: Friday Facts #218 - Import bpy, Export player
Replies: 67
Views: 19338

Re: Friday Facts #218 - Import bpy, Export player

Can you 'please' make a way to call a secondary custom program that is fed data via stdin of what colors should be set at any given location with a documented interface? That sounds good. Although thats a Linux solution, generally just providing an Interface and let Manufacturers or the Community d...
by OvermindDL1
Sun Nov 26, 2017 4:06 am
Forum: News
Topic: Friday Facts #218 - Import bpy, Export player
Replies: 67
Views: 19338

Re: Friday Facts #218 - Import bpy, Export player

I use Corsair RGB keyboard/mice and Phillips surrounding lighting, so I doubt this will work with any of those... Can you 'please' make a way to call a secondary custom program that is fed data via stdin of what colors should be set at any given location with a documented interface? This will make i...
by OvermindDL1
Sun Feb 19, 2017 11:25 pm
Forum: Mods
Topic: [0.14.20+] Searge's Mod Pack (v2.5.2) updated 2016-12-16
Replies: 61
Views: 35446

Re: [0.14.20+] Searge's Mod Pack (v2.5.2) updated 2016-12-16

Most of the research and tech tree is the original experience of the mods in the pack and I intend to keep it that way. The main reason, to be honest, is that it's a lot of work to modify the tech tree in a good way and I simply can't afford to put that much effort into it right now. Apart from tha...
by OvermindDL1
Fri Jan 13, 2017 8:33 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 50050

Re: Friday Facts #173 - Nuclear stuff is almost done

Where can you pull the heat out of the reactor, the images imply 8 boilers per reactor physical 'building', or when you have 2 reactor hooked up can you pull 16 boilers worth of heat out of just one building? What is the through-put of the heat pipes, just 8 boilers worth or can you connect, say, 64...
by OvermindDL1
Sun Dec 04, 2016 4:17 am
Forum: Mods
Topic: [MOD 0.14+] OverMods - Useful Utilities
Replies: 13
Views: 7786

Re: [MOD 0.12.29+] OverMods - Useful Utilities

Hate to nag, but this is one of 2 mods that do not work (the other being satellite uplink) with .14 on my game - and I consider dumping it now. I love the item collector, but there is some issue there and I ahve no clue about modding factorio so.... it does not work. Anyone can look at it? The eror...

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