Search found 60 matches

by bbgun06
Tue Aug 23, 2016 5:18 pm
Forum: Pending
Topic: [13.17] Crash on: "(1235): agui::Gui::destroyFlaggedWidgets"
Replies: 2
Views: 1105

[13.17] Crash on: "(1235): agui::Gui::destroyFlaggedWidgets"

I was playing a multiplayer game, experienced a desync, and then the game immediately crashed to desktop. I don't have a clue what might have caused it. Hopefully someone can learn something from the log file. Thanks.
by bbgun06
Tue May 10, 2016 8:48 pm
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 305602

Re: [MOD 0.12.x] WaiTex 1.0.1: A HD Texture Pack

Thanks for the update! Since the game started comparing hashes of each mod before allowing multiplayer connections, it is no longer possible for one player to have the 1GB version while another has the full version. Have you thought of any ways around this?
by bbgun06
Fri Apr 15, 2016 7:51 pm
Forum: News
Topic: Friday Facts #134 - Signal placement indicator
Replies: 68
Views: 36497

Re: Friday Facts #134 - Signal placement indicator

Vizzy wrote:I find one of the most time consuming aspects of rail is working out the distances between signals to try and keep a uniform signal separation.
Blueprints or FARL, currently. Perhaps if you have large power poles, put the signals next to them?

Or perhaps we can have draggable signals?
by bbgun06
Fri Apr 15, 2016 7:18 pm
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 72584

Re: Friday Facts #133 - The train struggle

Part of the problem we are having in visualizing the train problem is because the cars overlap their squares when horizontal, but not vertical. No entity should overlap to the left or right, but anything with height should overlap what's behind (above) it. This is currently done for some objects but...
by bbgun06
Wed Mar 23, 2016 3:54 pm
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 305602

Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack

The smart inserters are messed up also.
Image
Fast and long look ok.

Thanks for your hard work, this is one of my favorite mods!
by bbgun06
Mon Mar 21, 2016 4:59 am
Forum: Not a bug
Topic: colors misaligned while streaming
Replies: 2
Views: 1459

colors misaligned while streaming

I was watching a livestream using Steam broadcast, and I noticed that nearly all entities have misaligned colors. I can see a greyscale image of the entity with the colors below it. Notably, the yellow inserters look normal. That shows that there is no problem with the stream. factorio steam broadca...
by bbgun06
Thu Feb 04, 2016 1:36 pm
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 305602

Re: [MOD 0.12.x] WaiTex 0.9.0: A HD Texture Pack

Well, it's working now. I'm not sure what was wrong but I deleted mod_list.json and fixed it. Thanks!
by bbgun06
Tue Feb 02, 2016 1:12 am
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 305602

Re: [MOD 0.12.x] WaiTex 0.9.0: A HD Texture Pack

Unfortunately, I can't get the latest version to work in multiplayer. The joining computer gets a message that mod configuration doesn't match, even when both computers have the same version.
by bbgun06
Tue Feb 02, 2016 1:08 am
Forum: Mods
Topic: [Mod 0.13.x] Visible Bots 0.4.0
Replies: 17
Views: 30302

Re: [Mod 0.12.x] Visible Bots 0.3.0

Thanks! Looks great! Unfortunately, I can't get it it to work in multiplayer. The joining computer gets a message that mod configuration doesn't match.
by bbgun06
Thu Dec 31, 2015 4:50 am
Forum: News
Topic: Friday Facts #117 - Path Finder Optimisation I
Replies: 42
Views: 41123

Re: Friday Facts #117 - Path Finder Optimisation I

What's with that weird spike in the graph between length 500-600?
by bbgun06
Mon Nov 16, 2015 1:23 am
Forum: Mods
Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Replies: 26
Views: 61928

Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!

Awesome! Do you think you can revise the recipes so the outputs are reversed also?
by bbgun06
Tue Oct 27, 2015 3:57 am
Forum: Mods
Topic: [MOD 0.12.x] Transformator
Replies: 32
Views: 48447

Re: [MOD 0.12.x] Transformator

JorgenRe, I tried your version in a multiplayer game and it crashed the game. The error message was: "Error while running the event handler: _ _Transformator_ _/control.lua:74: attempt to index global 'builder' (a nil value)"
by bbgun06
Tue Oct 20, 2015 12:12 am
Forum: Mods
Topic: [Mod 0.13.x] Visible Bots 0.4.0
Replies: 17
Views: 30302

Re: [Mod 0.1.0] Visible Bots

This is a great mod. Could you change the bots' color do they stand out from the buildings?
by bbgun06
Thu Jun 11, 2015 2:41 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Modules.
Replies: 205
Views: 123662

Re: [0.11.x][v0.2.9] Bob's Modules.

I would say, let it as it is. Why ? for my opinion; A.) If you want to use/abuse it. You can. B.) if you dont want to, you can simply did not use the Module. I agree. If it feels like cheating to you, don't do it. Otherwise it sounds like too much work to make it compatible with every other mod. On...
by bbgun06
Sun Jun 07, 2015 4:59 am
Forum: Bob's mods
Topic: Wood Farming?
Replies: 17
Views: 21274

Re: Wood Farming?

Or if you don't want to use trees, make synthetic wood and resin from heavy oil. If you are running low on oil, use coal cracking to heavy oil, most maps have more coal than oil.
by bbgun06
Sun Jun 07, 2015 1:38 am
Forum: Bob's mods
Topic: Builds with Bob's
Replies: 48
Views: 45236

Re: Builds with Bob's

My brother and I have been playing with Bob's Mods for some time. We are really enjoying the additional complexity. After finishing the game, there's not much replay value in the vanilla game. Here we have electronic circuit production: (Hit Ctrl+Minus to see the whole image) http://images.akamai.st...
by bbgun06
Sun Apr 05, 2015 5:19 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 284526

Re: [0.11.x][v0.7.8] Bob's Metals, Chemicals and Intermediates

Hey bob, would you consider making the images for the pipes smaller or larger, in order to distinguish between the different sizes of pipes? With so many types of pipes, it's hard to remember which is which. Thanks!
by bbgun06
Mon Mar 30, 2015 4:25 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 110507

Re: [0.11.x][v0.1.3]Electronics Overide

I've never really used solid fuel. There's always an abundance of coal, even on a map with sparse resources. And generally I start switching to solar power before my power needs get enormous. So coal will only be used for making plastic and carbon and stuff like that. Also, after this picture was ta...
by bbgun06
Mon Mar 30, 2015 5:04 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 110507

Re: [0.11.x][v0.1.3]Electronics Overide

We've made a factory setup to make Electronic Circuit Boards. What a mind bender. Every time we thought we were done, we discovered something else was missing. Still, it's quite fun. This can make 45/min using lvl2 assemblers. http://cloud-4.steamusercontent.com/ugc/707403913774472066/ECF62BFB0676FC...
by bbgun06
Fri Mar 27, 2015 4:17 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 110507

Re: [0.11.x][v0.1.3]Electronics Overide

My brother and I are having endless fun with these mods. I noticed that only the Beacon MK2 & 3 uses the "Basic Electronic Circuit Boards." Is this by design, or a mistake? I think it is odd to have something in there that is barely used. Also, are there any charts that show how the ma...

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