Search found 183 matches

by OvermindDL1
Sun Dec 04, 2016 4:09 am
Forum: Mods
Topic: [MOD 0.13] EfficienSee : optimise your factory !
Replies: 123
Views: 36917

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

Bug report, no other mods, just EfficienSee (though it was on a custom map): __EfficienSee__/control.lua:2138: attempt to index field 'recipes_stat' (a nil value) The line and surrounding lines for context from __EfficienSee__/control.lua is: for _, effect in pairs(research.effects) do if effect.typ...
by OvermindDL1
Sat Nov 26, 2016 3:06 am
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 18449

Re: [MOD 0.13.15+] Surfaces 0.0.7

Any word on a 0.14 version?
by OvermindDL1
Fri Oct 28, 2016 6:31 pm
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 38378

Re: Friday Facts #162 - Theme Art Again

I personally like the artifacts, however I do like them being removed from science, what I would do though is definitely mirror some of what has been suggested here, such as doing something different with artifacts, such as enhancing productivity somehow (some type of refining of the atmosphere for ...
by OvermindDL1
Sat Jul 23, 2016 4:06 am
Forum: Duplicates
Topic: [0.13.10] linux build crashing to desktop when crafting
Replies: 4
Views: 677

Re: [0.13.10] linux build crashing to desktop when crafting

Ah cool, I had not seen a 0.13.11 yet and right now the game crashes when trying to play, so, fairly broken. ^.^

Today's FF148 about "the game crashed" bugs not happening anymore was a little bit premature. ^.^
by OvermindDL1
Sat Jul 23, 2016 3:51 am
Forum: Releases
Topic: Version 0.13.10
Replies: 56
Views: 29645

Re: Version 0.13.10

Instead of a `--mod-directory` switch, have you thought about replacing the mods directory with a set of subfolders? Say, any mod in `./mods/` is loaded always, any mods in `./mods/someOtherDir` gets loaded by selecting the `someOtherDir` mod 'pack' in-game, where it then re-loads using that mod sub...
by OvermindDL1
Sat Jul 23, 2016 2:59 am
Forum: Duplicates
Topic: [0.13.10] linux build crashing to desktop when crafting
Replies: 4
Views: 677

Re: [0.13.10] linux build crashing to desktop when crafting

Same thing, just came here to report it: 0.000 2016-07-22 20:41:13; Factorio 0.13.10 (build 23530, linux64, steam) 0.104 Operating system: Linux (Ubuntu 16.04) 0.104 Program arguments: "/mnt/storage0/SteamLibrary/steamapps/common/Factorio/bin/x64/factorio" 0.104 Read data path: /mnt/storag...
by OvermindDL1
Sat Jul 16, 2016 7:29 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 217443

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Ctrl+LeftClick seems quite natural from my testing. Although having it open when just clicking on it without any modifier keys would be best if that could be worked out decently. ^.^ Utterly awesome update you've done though! Just modded 0.13 since I finally completed that last achievement now that ...
by OvermindDL1
Sat Jul 16, 2016 6:56 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.4] Bob's Config mod
Replies: 67
Views: 42852

Re: [0.12.x][v0.12.4] Bob's Config mod

What is needed is for Factorio to give a Mod Configuration panel or so on the mods screen to allow a mod to offer configuration options or so, while also synchronizing those options from server->client.
by OvermindDL1
Sat Jul 16, 2016 6:54 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 87121

Re: [0.12.x][v0.12.6] Bob's Electronics

Passing thought, wonder if an event callback could unregister the original wood recipe when the synthetic is unlocked, then re-register it (maybe a tick later)....
by OvermindDL1
Sun Jul 03, 2016 4:36 pm
Forum: Releases
Topic: Version 0.13.4
Replies: 43
Views: 23939

Re: Version 0.13.4

For performance reasons: latency state blueprint building is automatically disabled if building blueprints with a combined total of more than 300 entities + tiles.
Can thus be elaborated in? In what precise situations will large blueprints be disabled?
by OvermindDL1
Wed May 18, 2016 7:44 pm
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 288693

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

You can try with attached control.lua and see if it changes anything. It's modified to make collectors check 6 times slower and pick up to 6 items per check. It's mainly performance optimization (I'm using them with doubled radius also). Nope, no change, the thing still won't work. Hate to be a nag...
by OvermindDL1
Wed May 18, 2016 7:40 pm
Forum: Mods
Topic: [MOD 0.14+] OverMods - Useful Utilities
Replies: 13
Views: 7806

Re: [MOD 0.12.29+] OverMods - Useful Utilities

It was intentional as I consider armor equipment modules more powerful than stationary buildings. electronic processing board is not a vanilla factorio item and OverMods has no dependencies except base. Great catch! Forgot he replaced the old ones instead of just changed the images and such, new ve...
by OvermindDL1
Tue May 17, 2016 12:59 am
Forum: Mods
Topic: [MOD 0.14+] OverMods - Useful Utilities
Replies: 13
Views: 7806

Re: [MOD 0.12.29+] OverMods - Useful Utilities

In terms of this license agreement... This is sort of the reason behind a new system i am devising for the 0.13 mod portal. More info to come, but ambiguity and disputes will be much more easy to deal with Honestly I do not care what people do with it, just if it is distributed via the same name it...
by OvermindDL1
Tue May 17, 2016 12:57 am
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 288693

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

Hate to be a nag again, but my artifact collectors just stopped working... new ones I place won't gather as well as old ones... it literally just stopped dead while I'm mid-battle turret creeping.... If you could send me a save with your mods I could look. That' be very helpful. I've never had it h...
by OvermindDL1
Sun May 15, 2016 9:06 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 805114

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

I did a brief search and couldn't find anything, if it has been answered I apologize. I am using Angels Processing, Ores as well as Refining, using BobsMods and RSO (For the patches of resources with some infinite in them.) The big issue I am having is, A LOT of the time I don't have any Saphirite,...
by OvermindDL1
Tue May 10, 2016 12:52 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 805114

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

Yuoki did not balance the mod around vanilla or to be a good addition to other mods, it is more like what he missed and wanted to have in the game and what he did with power generation and the other parts is pretty cool, but it has and is intended to have another feel than the base game. For my per...
by OvermindDL1
Tue May 10, 2016 12:04 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 805114

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

The mod is not designed to be used with Yuoki, it only generates its resources if you have it installed. But, if you are missing a wood process then you should like Yuoki, becaue it has such a process. Yeah I noticed, Yuoki things on my test server is generating infinite wood right now (and plasma ...
by OvermindDL1
Mon May 09, 2016 8:40 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 805114

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

The mod is not designed to be used with Yuoki, it only generates its resources if you have it installed. But, if you are missing a wood process then you should like Yuoki, becaue it has such a process. Yeah I noticed, Yuoki things on my test server is generating infinite wood right now (and plasma ...
by OvermindDL1
Mon May 09, 2016 8:23 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 805114

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

I'd say they should be the same, you can replace Bob's graphic with your own for the coloring aspect of it if you want. The point is more that I want to use the powders later on for sinter processes, so they might change to have some "cleaning" processes between the ore and the powder. Bu...
by OvermindDL1
Mon May 09, 2016 8:17 pm
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 288693

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

Latest version has a bug where it tries to do 'something' with a player while a player is dead. Did not capture the error message (sorry... >.>), but it had an invalid attempt accessing variable 'character' at the very least, while a player was dead. Probably missing an isvalid check somewhere. Is ...

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