Search found 252 matches

by PiggyWhiskey
Wed Nov 08, 2017 1:01 pm
Forum: Pending
Topic: [0.15.37] Random crash to desktop
Replies: 2
Views: 1279

[0.15.37] Random crash to desktop

Probably a random long shot, I experienced my first crash in a long long time. Heavily modded with Bobs mostly. No interactions (Just walking south) and a crash to desktop. I loaded the last autosave (about 45 seconds before the crash) and couldn't replicate it. 0.002 2017-11-08 20:06:54; Factorio 0...
by PiggyWhiskey
Tue May 23, 2017 1:11 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1214160

Re: Bugs & FAQ

Even though bobs electronics is listed as optional. It's actually mandatory.

You'll need to add it in. Or edit the recipe to only need the vanilla basic circuits. There are 3 recipes that you would need to change.
by PiggyWhiskey
Sun May 21, 2017 4:58 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1214160

Re: Bugs & FAQ

Angel has set most of the mods as optional. Even though they're mandatory.
It seems to be the most common issue with getting Angel's mods to work.
by PiggyWhiskey
Sat May 20, 2017 3:31 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 541649

Re: Let's see your clever builds

What program are you using to test it? Got a link?
by PiggyWhiskey
Thu May 18, 2017 2:14 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1383782

Re: Development and Discussion

You can search by Mod Author as well.
by PiggyWhiskey
Wed May 17, 2017 7:58 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1383782

Re: Development and Discussion

Angel, is it possible to add an override for players that don't want to use Bob's Electronics.

Setting the recipes to only need Electronic, Advanced, Processing Units and changing them replacing the couple of instances when Bob's Electronics are installed.
by PiggyWhiskey
Tue May 16, 2017 5:56 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351071

Re: [0.15.x] Bob's Mods: General Discussion

Just did some googling and found this. https://www.reddit.com/r/factorio/comments/689q1p/math_coal_liquefaction_for_steam_power_generation/ TL;DR Net loss unless you use Productivity Modules. +5.11MJ/Coal w/3x Prod3 in Light->Solid Fuel. +6.3MJ/Coal w/3x Prod3 in Light->Solid Fuel and 4x Prod3 in So...
by PiggyWhiskey
Tue May 16, 2017 4:46 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351071

Re: [0.15.x] Bob's Mods: General Discussion

How does that compare to vanilla Coal Liquefaction, converting everything to solid fuel?
by PiggyWhiskey
Tue May 16, 2017 1:03 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1214160

Re: Bugs & FAQ

Bobs electronics is the only one I don't play with. Not a fan of the extreme changes it makes. I just wanted thee extended game play. If it's a prerequisite, might want to change that in the info file so the game doesn't run without it. Bob has a nice setup detecting and modifying recipes for playe...
by PiggyWhiskey
Mon May 15, 2017 11:52 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1214160

Re: Bugs & FAQ

Bobs electronics is the only one I don't play with. Not a fan of the extreme changes it makes. I just wanted thee extended game play. If it's a prerequisite, might want to change that in the info file so the game doesn't run without it. Bob has a nice setup detecting and modifying recipes for player...
by PiggyWhiskey
Mon May 15, 2017 7:35 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1214160

Re: Bugs & FAQ

Crash when loading Angels Refining without Bob's Electronics. angelsinfiniteores_0.6.10.zip angelsrefining_0.7.9.zip Arumba_Accelerated_Start_0.15.0 AutoDeconstruct_0.1.8.zip autofill_1.4.8.zip bobassembly_0.15.3.zip bobinserters_0.15.0.zip boblibrary_0.15.6.zip boblogistics_0.15.5.zip bobmining_0.1...
by PiggyWhiskey
Sat May 13, 2017 1:19 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351071

Re: [0.15.x] Bob's Mods: General Discussion

Depreciated.

It's built into the game to modify mod configs.
by PiggyWhiskey
Sat May 13, 2017 8:36 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351071

Re: [0.15.x] Bob's Mods: General Discussion

I think some values for the Steam Turbines are off a tad. It's more efficient to connect Mk1 Steam Turbine with Mk4 Boilers than to use Mk2 or Mk3 Engines. https://puu.sh/vOwB2/9adbb1d52d.png My math may be off though. I was using information from Bob in this post, https://forums.factorio.com/viewto...
by PiggyWhiskey
Fri May 12, 2017 10:06 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351071

Re: [0.15.x] Bob's Mods: General Discussion

Ran into an interesting bug/feature. After Character Logistic Slots 23 (The infinite research) you can't access your Trash slots by clicking. 24, you have half off 1 trash line. 25, you have no clickable access to Trash slots. 26, you can't control your requests. The info is off the screen. Granted,...
by PiggyWhiskey
Fri May 05, 2017 5:57 am
Forum: Bob's mods
Topic: Power MK2 engines and boilers mismatched?
Replies: 8
Views: 10900

Re: Power MK2 engines and boilers mismatched?

Mk2 Engines produce 2.1 mW at 275 degrees. If your boilers only heat to 235, you're running at 85% Capacity. So your actual max power produced is 1.8 mW (roughly) But from what I can tell, it works in reverse for higher boiler Temp. 1 Mk4 Boiler heats to 375 degrees Mk1 Engines use up to 165 degrees...
by PiggyWhiskey
Wed May 03, 2017 12:35 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 226212

Re: [MOD 0.12.x] Autofill

The version on the mod portal doesn't work, and the one on github apparently only works with 0.12.... I'm just starting out, placing burner miners and it's complaining about no uranium fuel cells or some nonsense. All I've got is wood. The mod portal version (Make sure it's from Nexela) works fine....
by PiggyWhiskey
Wed May 03, 2017 11:41 am
Forum: Resolved Problems and Bugs
Topic: [0.15.6] Mod Sync with Save doesn't account for Dependencies
Replies: 1
Views: 737

[0.15.6] Mod Sync with Save doesn't account for Dependencies

Mods: Base, Bob's Library, Bob's Modules (Requires Bob's Library) 1. Create Save with both mods + base and Save and exit. 2. Disable all mods (A vanilla playthrough perhaps) 3. Click "Sync mods with save" for our modded Save. http://puu.sh/vEa9L/f8c2df53e1.jpg Game will only allow Bob's Li...
by PiggyWhiskey
Mon May 01, 2017 2:30 pm
Forum: Implemented Suggestions
Topic: [0.15.5] Allow fine control of Advanced Setting values
Replies: 0
Views: 509

[0.15.5] Allow fine control of Advanced Setting values

If you want to modify/fine tune certain values in Advanced Settings, it's impossible to set some to the value you want. Pollution Dissipation Rate: Locked to increments of 7 Minimum to Damage trees: Locked to increments of 68 Absorbed per damaged tree: 68 Evolution Time Factor: 0.00000068 Destroy Fa...
by PiggyWhiskey
Mon May 01, 2017 1:18 pm
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42783

Re: [0.15.*] Feedback topic

I'm just wanting some clarification regards to settings. With 0.15, do the Vanilla options/settings matter? If I set the biters to Disabled Evolution or Disabled Expansion, will RSO respect that? As RSO uses it's own Generation, the Resources Settings don't do anything? Basically I'd like to use Ang...
by PiggyWhiskey
Mon May 01, 2017 12:51 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1214160

Re: Bugs & FAQ

snip If you have RSO, it will merge finite and infinite ores, so you have only one setting on map generation and infinite ore will appear in the middle of finite ores patches once you exit your starter area. If you don't have RSO, finite and infinite ores use two different setting at map generation...

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