logistics-recipe.lua line78 sould be:
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--CONSTRUCTION ROBOTS
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--CARGO ROBOTS
Moderator: Arch666Angel
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--CONSTRUCTION ROBOTS
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--CARGO ROBOTS
this seems to me like conflict with some other mod, i'm using crawler vehicle for quite long time already, and this never hapened to me.Neemys wrote:When using the "Crawler" construction vehicle, the option "enable logistic while moving" keep activating itself.
I uncheck it because I don't want bot going outside when moving but when I enter or leave the vehicle, the option recheck itself making it tedious to uncheck the option everytime I enter the vehicle. Also happen when drinving the vehicle.
Neemys wrote:
Other problem with that vehicle, construction robot leaving the vehicle I'm inside will stop midair and do nothing when I leave the vehicle.
Another problem, vehicle burner generator lose it's inventory when leaving/entering the vehicle.
Seem to be related to incompatibility with AAI programmable vehicle. But I can't reproduce the issue on a new game, only in my current game.
Indeed seem related to AAI programmable vehicle mod, I just edited my post.mexmer wrote:(...)
this seems to me like conflict with some other mod, i'm using crawler vehicle for quite long time already, and this never hapened to me.
i'm using full angels, full bob, loader redux, rso and yarm, from time to time i experiment with other mods, but this is my most used set and never had this issue, that's why i suspect other mod conflict.
(...)
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order = "no-aai",
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type = "car",
same way you make tank to do that. simply avoid hitting buildingsTermak wrote: Also how i make crawler vehicle to not instakill my buildings when i touch them
you need to edit the mod. Lower the weight of the crawler in 'prototypes/entities/crawler.lua', it's near the end of the file 'weight = 20000,', change it for a much lower value.Termak wrote:(...)
Also how i make crawler vehicle to not instakill my buildings when i touch them
Concrete should be makeable via the water processing chain¸where you refine heavy mud water into successively lighter waters and extract sand and lime and stuff, cement is made from limestone and stuff. I think this is part of the smelting mod though the machines are in the water processing tab mostly.However the recipe for concrete isnt there at all
BlakeMW wrote:Concrete should be makeable via the water processing chain¸where you refine heavy mud water into successively lighter waters and extract sand and lime and stuff, cement is made from limestone and stuff. I think this is part of the smelting mod though the machines are in the water processing tab mostly.However the recipe for concrete isnt there at all
there is one downside to this, or to make heavy vehicle lighter in general.Neemys wrote:you need to edit the mod. Lower the weight of the crawler in 'prototypes/entities/crawler.lua', it's near the end of the file 'weight = 20000,', change it for a much lower value.Termak wrote:(...)
Also how i make crawler vehicle to not instakill my buildings when i touch them
Bio processing needs petrochem and refining and you need bobplates to run it. I dont know what else seablock might require.Arjen41 wrote:hey, i wanted to play Seablock but i keep getting an error message from Angel's Petrochem when i boot the game. (Failed to load mods: __angelsrefining__/protptypes/override-functions.lua:486: attempt to index local 'effect' (a number value) Mods to be disabled: angelspetrochem. here is the list of mods i want to play with:
A sea block config
angel's bio processing
Angel's refining, Base mod( )
Bob's electronics
Bob's functions library
landfill painting
sciencecosttweaker mod
sea block, space extension mod
hope this helps both you and me.
There is no option to do thatrogg1 wrote:How disable angel's ores so i can use smelting and petro with bob's ores?
In the seablock thread viewtopic.php?f=95&t=43759 , theres a list of mods, which are part of the modpack:Arch666Angel wrote:Bio processing needs petrochem and refining and you need bobplates to run it. I dont know what else seablock might require.Arjen41 wrote:hey, i wanted to play Seablock but i keep getting an error message from Angel's Petrochem when i boot the game. (Failed to load mods: __angelsrefining__/protptypes/override-functions.lua:486: attempt to index local 'effect' (a number value) Mods to be disabled: angelspetrochem. here is the list of mods i want to play with:
A sea block config
angel's bio processing
Angel's refining, Base mod( )
Bob's electronics
Bob's functions library
landfill painting
sciencecosttweaker mod
sea block, space extension mod
hope this helps both you and me.
I dont think, that everything is needed like FNEI or ScienceCostTweaker...Trainwreck wrote:Mod list
Make sure that the map has the resources of the bob`s, can any switch in the settings addArch666Angel wrote:There is no option to do thatrogg1 wrote:How disable angel's ores so i can use smelting and petro with bob's ores?
Form what I can see in the screenshot I would guess that 5Dims is changing the recipe for BEBs to require tin. So the solution would be that you either drop 5Dims, my mods, or force enable the mechanical refining tech.rogg1 wrote:Make sure that the map has the resources of the bob`s, can any switch in the settings addArch666Angel wrote:There is no option to do thatrogg1 wrote:How disable angel's ores so i can use smelting and petro with bob's ores?
all because of the bug: to build a lab, I need a tin plate
vicious circle, maybe in the settings that you need to change or mod some kind of interfere
p.s. :sorry for my bad English.
Arch666Angel wrote: Form what I can see in the screenshot I would guess that 5Dims is changing the recipe for BEBs to require tin. So the solution would be that you either drop 5Dims, my mods, or force enable the mechanical refining tech.
thanks, disabling "5Dim`s mod - Ores" helpedTermak wrote:You shouldnt need tin for the basic board on bobs, theres some other mod doing it.