Search found 202 matches

by Blu3wolf
Sun Jul 03, 2016 11:36 am
Forum: Questions, reviews and ratings
Topic: I updated Treefarm to work with .13
Replies: 3
Views: 2802

Re: I updated Treefarm to work with .13

Very much appreciated Buggi!

You can download the current version of Treefarm Lite, as always, from the GitHub release page: https://github.com/Blu3wolf/Treefarm-Lite/releases

Version 0.5.0, newly out, is compatible with Factorio 0.13.X.
by Blu3wolf
Sun Jul 03, 2016 11:28 am
Forum: Mods
Topic: Introducing NARMod 4.1
Replies: 35
Views: 16546

Re: Introducing NARMod 4.1

Link: https://www.mediafire.com/?6kqu7c23hpsa4j1 Has it really been a year since my last release? Yeesh. We thought you died or something... Sent you a bunch of PRs back on Github a while back. Quite a while back. https://github.com/damienreave/NARMod_0.4.1/pulls Ran into some licensing issues with...
by Blu3wolf
Sun Jul 03, 2016 10:55 am
Forum: Mod and installation managers
Topic: CFAN - mod manager
Replies: 37
Views: 28837

Re: CFAN - mod manager

Holy smokes! I started the CKAN project, and I've been away from development for a little bit and only just discovered this! It makes me immensely happy to see a CFAN fork. :D :D :D Indeed, when I was looking at mod management for Factorio, I was thinking "If only there was something like CKAN...
by Blu3wolf
Sun Jul 03, 2016 9:54 am
Forum: Mods
Topic: Treefarm Download
Replies: 117
Views: 94029

Re: Treefarm Download

Yeah, we probably could. I keep being lazy is the current issue! So we can find the latest release (as always) here: https://github.com/Blu3wolf/Treefarm-Lite/releases 0.5.0 has no major changes from 0.4.2, but (unlike 0.4.2) will load on Factorio 0.13.0 to Factorio 0.13.3 (at least). Best of luck! ...
by Blu3wolf
Mon Jun 20, 2016 12:33 am
Forum: Mods
Topic: Treefarm Download
Replies: 117
Views: 94029

Re: Treefarm Download

Charcoal? Thats interesting.

Is Gremlins a mod? Could you add a list of which versions you are using of all installed and enabled mods?

Id be inclined to blame it on dytech just because of their lack of official updates for a while, but really Id have to see the bug first.
by Blu3wolf
Thu Jun 16, 2016 2:04 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 98149

Re: [UPDATED] Introducing NARMod 3.4

Not abandoned, but if a month is too long for you, Id look elsewhere for a mod in the meantime. I knew I should have not announced it until it was finished, for precisely this reason...
by Blu3wolf
Sat Jun 11, 2016 3:37 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 91734

Re: Bug Reports

So with regards the last bug report posted: I cant reproduce the fault. I am going to need more information than that. As a series of steps to try; First, try removing all your other mods, and seeing if the bug persists. If it does not, you have a mod conflict - one of your other mods is interfering...
by Blu3wolf
Sat Jun 11, 2016 3:32 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 91734

How to write a good bug report

You can read the whole article here: http://www.chiark.greenend.org.uk/~sgtatham/bugs.html The summary covers the basic points, but they are elaborated excellently at the above link. *The first aim of a bug report is to let the programmer see the failure with their own eyes. If you can't be with the...
by Blu3wolf
Mon Jun 06, 2016 3:18 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 91734

Re: Bug Reports

Not sure if this can be fixed. Wood gets loaded into that slot because its fuel. Saplings are also fuel. This is because treefarms are a type of furnace. We need them to be a type of furnace to have them automatically select the appropriate recipe to use. If we swapped fertilizer and saplings as fue...
by Blu3wolf
Sat Jun 04, 2016 1:13 am
Forum: Modding discussion
Topic: Source management and Licensing for Mods
Replies: 65
Views: 37005

Re: Source management and Licensing for Mods

Using two mods at the same time is never a violation of a CC license. You are not editing the mod by running a second mod, you are altering the values used by factorio at runtime - something factorio is designed for, and something both mods do. Modifying someone elses ND work on your own computer fo...
by Blu3wolf
Mon May 23, 2016 8:12 am
Forum: General discussion
Topic: Belt Corner Speed or .12 got it wrong
Replies: 71
Views: 26429

Re: Belt Corner Speed or .12 got it wrong

Id agree for the last two. The rest I dont see a physics issue with, although perhaps you are complaining about a gameplay issue rather than a physics one. Physics should be as applicable as gameplay allows. As argued above, the lack of physics applied above inconveniences gameplay. Its not even a c...
by Blu3wolf
Mon May 23, 2016 6:14 am
Forum: General discussion
Topic: Belt Corner Speed or .12 got it wrong
Replies: 71
Views: 26429

Re: Belt Corner Speed or .12 got it wrong

Would be nice to see items on the outside of the belt move faster, as physics demands they should.
by Blu3wolf
Sun May 22, 2016 2:08 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 98149

Re: [UPDATED] Introducing HARDmod 0.1.0 Alpha

So, this is basically NARMod 0.4.3... in the game, its very very close to 0.4.1 if you have played that. It works on Factorio 0.12.33, which obviously 0.4.1 doesnt, and it is mostly free of unlicensed graphics. To keep them in your game, you need to have the mods those graphics came from installed. ...
by Blu3wolf
Sun May 22, 2016 9:59 am
Forum: Bob's mods
Topic: [0.12.x][0.12.5]Bob's Library mod
Replies: 44
Views: 77389

Re: [0.12.x][0.12.3]Bob's Library mod

It was here: https://forums.factorio.com/viewtopic.php?t=25418&p=160227#p160463 Im certainly no expert, but I recall reading somewhere that Factorio's implementation of pairs is more specific than the lua spec, as the order of iteration is deterministic (necessary for lockstep multiplayer). Seem...
by Blu3wolf
Sun May 22, 2016 7:20 am
Forum: Bob's mods
Topic: [0.12.x][0.12.5]Bob's Library mod
Replies: 44
Views: 77389

Re: [0.12.x][0.12.3]Bob's Library mod

Hey bob, i found a small "bug". If a tech has no prerequisites than that make an error! Here is the fix: --Make this: if not data.raw.technology[technology].prerequisites then data.raw.technology[technology].prerequisites = {} --after: local addit = true Than there is no error anymore! Gr...
by Blu3wolf
Sat May 21, 2016 3:42 pm
Forum: Mods
Topic: Treefarm Download
Replies: 117
Views: 94029

Re: Treefarm Download

Seems to be working for me. Can I ask what version of Treefarm Lite you have installed, and which version of Factorio? Which seeds are you trying to use? When you try to load them manually, which inventory slot are you trying to insert them into? They go in the fuel slot btw. Have you tried removing...
by Blu3wolf
Sat May 21, 2016 1:37 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 91734

Re: Bug Reports

Im happy you could help too! Cheers!
by Blu3wolf
Sat May 21, 2016 1:35 am
Forum: Mods
Topic: Treefarm Download
Replies: 117
Views: 94029

Re: Treefarm Download

No, fertilizer should be optional. The farm is empty, and you have an inserter going to the chest? Perhaps a screenshot would help.
by Blu3wolf
Fri May 20, 2016 3:59 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 91734

Re: Bug Reports

Try the version this guy posted and see if it helps: https://github.com/Blu3wolf/Treefarm-Lite/releases

0.4.1 is up with a bugfix for that performance hit with full outputs.

Edit: amusingly enough both versions are the same fix by the same guy :P

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