Search found 1151 matches
- Fri Aug 21, 2020 6:44 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3877
- Views: 1238658
Re: Bugs & FAQ
My English is really bad and i play with german Language. Maybe the Screenshot can help. Bild 4.png The recipe you are trying to use is from "More Science". Make sure that you also use "More Science - BobAngels Extension". Otherwise, these kinds of incompatibilities are to be ex...
- Fri Aug 21, 2020 6:39 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3877
- Views: 1238658
Re: Bugs & FAQ
I have posted a saved game and An image of enemy tab According to the save you uploaded, you are playing with Angel's Exploration. When Angel's Refining recognizes that Angel's Exploration is active, Biters will not be deactivated by default and the additional map gen settings are not present. When...
- Fri Aug 21, 2020 5:05 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3877
- Views: 1238658
Re: Bugs & FAQ
SOrry that was a Typo. I do have the latest mod of Angel refing 0.11.16.. THe Option enemy tab does not have a enemy mutiplier for me Cannot reproduce. When starting a new game with only Angel's Refining 0.11.16, I see this: map_gen_angel_refining_enemy_multiplyer.jpg Some other mod might be messin...
- Fri Aug 21, 2020 4:41 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3877
- Views: 1238658
Re: Bugs & FAQ
Hi I have a Problem with Chemical Fabrics. Since a week or so, i cannot produce the Liquid for Science Pack anymore in Angels Chemical fabric. The Game say i need a Vanilla Chemical fabric, but i dont have this... Every Help is welcome. We need more context to understand your problem: Which science...
- Fri Aug 21, 2020 4:04 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3877
- Views: 1238658
Re: Bugs & FAQ
How to you turn Biter back on in the setting? I cannot see an option to enable biters.. Thx Angel's Refining 0.11.16 (released yesterday) introduces a new setting labelled "Angel's Enemy Multiplyer" in the "Enemies" tab of the Map Generator. Its tooltip explicitly says that enem...
- Fri Aug 21, 2020 3:56 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3877
- Views: 1238658
Re: Bugs & FAQ
I have never had anything but good things to say for these mods.. until now. This option is just stupid !! Why remove biters AND pollution by default ?? I get having the option there, but the default should be to have the same gameplay as vanilla. I hadn't realized that this was a setting, and thou...
- Fri Aug 21, 2020 3:43 pm
- Forum: Duplicates
- Topic: Train window has not all buttons due to long translation (i assume)
- Replies: 3
- Views: 903
Re: Train window has not all buttons due to long translation (i assume)
Thanks for the report. I have shortened this German locale text in the train GUI for the next release. I hope it will be fine for most UI scales and typical display resolutions. Your case was marked as a duplicate, but I don't agree with that. With German locale the buttons disappear even at 100% UI...
- Thu Aug 20, 2020 8:14 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 74712
Re: [MOD 0.18] ShinyBobGFX
Could you add graphics replacements for the Bob's fluid burning boilers? I believe they're called "oil-boiler" internally. While I agree that including the fluid burning boilers into ShinyBobGFX would be great, there is an alternative that you might want to take a look at: Artisanal Reski...
- Wed Aug 19, 2020 11:24 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 106346
Re: Friday Facts #360 - 1.0 is here!
Could we have items auto sorted inside vehicles like it happens in character inventory? Also in chests if possible. Having the same order of arrangement as in the character inventory would be a nice quality of life. Don't know if there's already a mod for that, if there is send link thanks :D Maybe...
- Tue Aug 18, 2020 11:16 pm
- Forum: General discussion
- Topic: Spidotron and Vehicle feature in general
- Replies: 7
- Views: 3150
Re: Spidotron and Vehicle feature in general
[…] worry about getting caught on oil pipes or a row of boilers. You know that you can walk in between two boilers, right? And since they reduced the hitbox of steam engines, you can also walk in between two steam engines (along the long side, not the short side where they connect). There is no mor...
- Tue Aug 18, 2020 4:32 pm
- Forum: Bob's mods
- Topic: [1.0] bugs and balance issues.
- Replies: 65
- Views: 26071
- Tue Aug 18, 2020 4:20 pm
- Forum: General discussion
- Topic: Six legs good, Eight legs bad!
- Replies: 44
- Views: 12078
Re: Six legs good, Eight legs bad!
Fascinating that spiders appear special to the brain.
- Tue Aug 18, 2020 4:10 pm
- Forum: Ideas and Suggestions
- Topic: More visibility with Electric Miners
- Replies: 25
- Views: 5754
Re: More visibility with Electric Miners
my opinion is that it would be better if the new miner gave visual data similar to the old ones .. What data? And which old ones? The old-old ones gave less data, and the new-old ones gave the same amount. https://factorio.com/blog/post/fff-350 That did not answer my question. In the very old iners...
- Tue Aug 18, 2020 4:08 pm
- Forum: Not a bug
- Topic: Water Pipes
- Replies: 2
- Views: 437
Re: Water Pipes
When I attempt to connect 2 pipes filled with water I get the “you can’t mix different fluids” message. But, a robot is able to place it down without an issue. You can click on the pipe and it will show what kind of fluids are in that fluid system. Once you chave fixed the source of mixing, you can...
- Tue Aug 18, 2020 3:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.18.38] Modded Power Armor grid tiny with 1366x768 and 100% UI size
- Replies: 10
- Views: 4864
Re: [Oxyd] [0.18.38] Modded Power Armor grid tiny with 1366x768 and 100% UI size
This grid starts out a reasonable size, but when you place a personal roboport into it that's when it resizes and becomes tiny. It's not a scale problem; there's an actual bug here. The roboport adds text information to the bottom panel. And for some reason the information is not presented in two s...
- Tue Aug 18, 2020 3:38 pm
- Forum: General discussion
- Topic: Six legs good, Eight legs bad!
- Replies: 44
- Views: 12078
Re: Six legs good, Eight legs bad!
Do brains really count legs? The brain can count up to 6 without counting (usually). So, 8 is something more that can be background calculated. Wild guess: the brain freaks out because it only sees "too many". I have also heard of people who show strong reactions to centipedes and millipe...
- Tue Aug 18, 2020 3:33 pm
- Forum: Bob's mods
- Topic: [1.0.x] Bob's Mods: General Discussion
- Replies: 34
- Views: 18291
Re: [1.0.x] Bob's Mods: General Discussion
Noice. Spidertrons with weaponry from Bob's Warfare! The biters shall tremble!bobingabout wrote: ↑Tue Aug 18, 2020 3:23 pmI am however open to ideas about what I could do with a spidertron, one of the things I was thinking about was just making a clone with different weapons.
- Tue Aug 18, 2020 3:24 pm
- Forum: Bob's mods
- Topic: [1.0] bugs and balance issues.
- Replies: 65
- Views: 26071
Re: [1.0] bugs and balance issues.
wild uneducated guess: Skan's mod was updated only 6 months ago, which is before the mining drill redesigns. Maybe that is the root cause of the issue?
- Tue Aug 18, 2020 3:21 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3877
- Views: 1238658
Re: Bugs & FAQ
As far as I can recall, infinite parts are always a 'small' part of the ore patch... Even when the regular ore is set to minimal size and infinite ores to max size. Shouldn't infinite minimum yield in mod settings affect it? I bumped it up to 100. Infinite ores have decreasing yield over time, like...
- Tue Aug 18, 2020 1:29 pm
- Forum: Bob's mods
- Topic: [1.0] bugs and balance issues.
- Replies: 65
- Views: 26071
Re: [1.0] bugs and balance issues.
When I try to enable bobselctronics 1.0.0 I get a missing .png error. Anyone else getting similar issues with a few of the bob's mod packs? I can boot up bobselectronics 1.0.0 without problems. Do you have additional mods? Can you specify the error message? Maybe upload a save to sync the mods to? ...