Search found 127 matches

by Pandemoneus
Fri May 20, 2016 12:48 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14.21] Modpack: Farlands v0.14.7
Replies: 120
Views: 96541

Re: [0.12.33] Modpack: Farlands v0.1.10

Updated to v0.1.10!

I dub it "The Radar Update": https://github.com/Pandemoneus/Farlands ... ag/v0.1.10
I hope you like the changes I did to radars. :)
by Pandemoneus
Fri May 20, 2016 12:36 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3871
Views: 1208181

Re: Bugs & FAQ

Alright, a few things that I noticed too: Ore Processing 1 research unlocks silver instead of lead. (I know you gated the lead behind Bob's lead processing research, but when we think of tiers it should be iron, copper, tin and lead on the first tier) Ore Crusher 2 & 3 have the same crafting spe...
by Pandemoneus
Thu May 19, 2016 2:03 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14.21] Modpack: Farlands v0.14.7
Replies: 120
Views: 96541

Re: [0.12.33] Modpack: Farlands

Alright, I mentioned the Treefarm issue in the issue spoiler in the first post.
by Pandemoneus
Thu May 19, 2016 1:46 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 339041

Re: [MOD 0.12.x] Rail Tanker - Liquid transport 1.2.22

I've been working on a way to get the rail tankers to display what fluid they're carrying at all times, even when in motion. I've come up with three options: http://i.imgur.com/tK9e56G.png http://i.imgur.com/KWphZib.png Currently, the amount-icons only appear when the tanker is in transit; when it ...
by Pandemoneus
Thu May 19, 2016 1:35 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14.21] Modpack: Farlands v0.14.7
Replies: 120
Views: 96541

Re: [0.12.33] Modpack: Farlands

I am getting the same Problem. Would love to play this but those spikes make it unplayable. They come like every 3 seconde too! What bugfixing patch are you talking about? The Factorio 0.12.33 patch I suppose. You can get it by going to your Steam library, right-click on Factorio -> Properties -> B...
by Pandemoneus
Wed May 18, 2016 4:15 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14.21] Modpack: Farlands v0.14.7
Replies: 120
Views: 96541

Re: [0.12.33] Modpack: Farlands

Awesome pack, we're using it as initiation to modded Factorio, so far we love it. As for lag spike, my friend have a pretty average computer and we get a fair warning when one of the massive pack of biter decide it's time to attack, it just lag so much when hundreds of biter look for a path to our ...
by Pandemoneus
Wed May 18, 2016 1:01 am
Forum: Mods
Topic: Wizartorio: Magic in your Factory
Replies: 9
Views: 6681

Re: Wizartorio: Magic in your Factory

Looks really interesting! Do you have some pictures of the features your mod adds? :)

[edit]
Nvm, you just edited them in.
by Pandemoneus
Mon May 16, 2016 10:41 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 92507

Re: Bug Reports

New bug report: In Treefarm-Lite version 0.4.0, when you place a tree farm (MK1) in an invalid location, you no longer get the error message, instead it just disappears and is lost.
by Pandemoneus
Sun May 15, 2016 5:21 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1377328

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 Pandemoneus
Sun May 15, 2016 10:50 am
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14.21] Modpack: Farlands v0.14.7
Replies: 120
Views: 96541

Re: [0.12.33] Modpack: Farlands

Updated to v0.1.8!
The modpack also requires Factorio version 0.12.33 now.
by Pandemoneus
Sat May 14, 2016 5:20 pm
Forum: Angels Mods
Topic: Bugs & Balancing Discussion
Replies: 31
Views: 12371

Re: [MOD 0.12.x][Base][BOB][YI][UP][NUC] Angels Refining 0.1.4

I'm beginning the flotation cell phase of refining and getting oil to mass production and just noticed that I don't see any fissures. Are they super rare with RSO turned on? What color are they on the map? Additionally I see a lot of oil around compared to my usual runs, I'm wondering if somehow th...
by Pandemoneus
Sat May 14, 2016 11:36 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3871
Views: 1208181

Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.8

brab wrote:Tiny suggestion: you should say in the first post that if bobores is present, then bobconfig must also be present.
That's Bob's thing though.
by Pandemoneus
Fri May 13, 2016 1:10 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1377328

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

Arch666Angel wrote:Bio-fuel-silo for decomposing algae
That looks really, really weird. :P
by Pandemoneus
Sat May 07, 2016 11:41 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3871
Views: 1208181

Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.8

Arch666Angel wrote:So if you want it fixed, you need to change the map labels mod. Or look into @Pandemoneus mudpack, I guess he modified the version in it?!?
Yes, in fact I am shipping modified configs with my modpack.
by Pandemoneus
Sat May 07, 2016 11:15 pm
Forum: Bob's mods
Topic: [0.12.x][0.12.4]Bob's Tech mod.
Replies: 18
Views: 27549

Re: [0.12.x][0.12.4]Bob's Tech mod.

bobingabout wrote:
Pandemoneus wrote:I will try troubleshooting whether the bug is because of an interaction with another mod.
It isn't, it's because I'm a derp and I messed up.

I'm just uploading the fixed version now.

Try again with the latest version, and if it still doesn't work, then try debugging.
Yep, fixed now.
by Pandemoneus
Sat May 07, 2016 10:50 pm
Forum: Bob's mods
Topic: [0.12.x][0.12.4]Bob's Tech mod.
Replies: 18
Views: 27549

Re: [0.12.x][0.12.4]Bob's Tech mod.

Does the on_load have game...? Nope... Unknown key:"Error while running the on_load: bobtechsave/control.lua:32: attempt to index global 'game' (a nil value)" It's even worse than it sounds, on_load doesn't actually even do anything, because the call passes a non-existant variable. I will...
by Pandemoneus
Sat May 07, 2016 4:37 pm
Forum: Bob's mods
Topic: [0.12.x][0.12.4]Bob's Tech mod.
Replies: 18
Views: 27549

Re: [0.12.x][0.12.4]Bob's Tech mod.

Hey bobingabout, the tech save mod causes the game to error when trying to load a savegame that was saved with your mod in it. (Or in other words, if I load a savegame that didn't have techsave in it, it works, when loading a savegame with techsave, it crashes). The error is: Unknown key:"Error...
by Pandemoneus
Sat May 07, 2016 10:37 am
Forum: Mods
Topic: [MOD 0.12.x] Map Labels - Add labels to resources on the map
Replies: 41
Views: 25253

Re: [MOD 0.12.x] Map Labels - Add labels to resources on the map

Nice Mod. However when I try to rename the ores it will not change anything. When I edit your example: --ResourceDisplayName[ "iron-ore" ] = "~Iron ore" into this: ResourceDisplayName[ "iron-ore" ] = "~Eisen" I do get a error before loading the game. And when...
by Pandemoneus
Thu May 05, 2016 12:22 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14.21] Modpack: Farlands v0.14.7
Replies: 120
Views: 96541

Re: [0.12.29+] Modpack: Farlands

After playing for some time, I have these constant fps spikes. Anyone else? It's about every 3 seconds, whatever I am doing, it will lag-spike. I tried turning V-sync on/off, and honest my CPU is quite weak by now, but still, I played with even more mods and haven't experienced such issue. Maybe so...
by Pandemoneus
Wed May 04, 2016 11:51 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14.21] Modpack: Farlands v0.14.7
Replies: 120
Views: 96541

Re: [0.12.29+] Modpack: Farlands

v0.1.2 is now out.
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