Page 11 of 30

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.4

Posted: Mon Sep 12, 2016 5:48 pm
by TheSAguy
Lap wrote:Noticed a crash when planting rubber seeds with latest dytech

Code: Select all

5085.274 Error MainLoop.cpp:747: Exception at tick 2286708: Error while running event on_built_entity (ID 6)
LuaGameScript doesn't contain key get_surface.
stack traceback:
	__CORE-DyTech-Core__/scripts/trees.lua:172: in function 'calcEfficiency'
	__CORE-DyTech-Core__/control.lua:162: in function <__CORE-DyTech-Core__/control.lua:151>
5085.274 Error ServerMultiplayerManager.cpp:88: MultiplayerManager failed: "Error while running event on_built_entity (ID 6)
LuaGameScript doesn't contain key get_surface.
stack traceback:
	__CORE-DyTech-Core__/scripts/trees.lua:172: in function 'calcEfficiency'
	__CORE-DyTech-Core__/control.lua:162: in function <__CORE-DyTech-Core__/control.lua:151>"
The errors point to the DyTech mod. Did you report it there also?
I don't have much time to dig into this, but from the errors, it might need to be fixed on his end. I am happy to change anything in mine to help if needed.

EDIT: I tested DyTech by itself, without Bio Industries and this error happens. So you'll need to ask for a fix on that end.

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.4

Posted: Wed Sep 14, 2016 4:32 am
by Kajinama
Is it possible to get a file of version 1.3.3? this is the last one for factorio 0.13.x and it would be appreciated if that was made available for those who are playing on that version.

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.4

Posted: Wed Sep 14, 2016 5:25 am
by TheSAguy
Kajinama wrote:Is it possible to get a file of version 1.3.3? this is the last one for factorio 0.13.x and it would be appreciated if that was made available for those who are playing on that version.
Open the "info.json" file and change the below two "14" to "13" and it should work in .13

Code: Select all

	"dependencies": ["base >= 0.14", "? bobgreenhouse"],
	"factorio_version": "0.14"

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.5

Posted: Wed Sep 21, 2016 9:30 pm
by DUMBHA
Alright quick question. do the wood/steel rails this mod adds get the 100% resistances added in by the natural evolution mods when using both mods? (also using bobs mods as well)
As right now mine don't have any resistances. Which means the aliens keep breaking all my rails :x

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.5

Posted: Wed Sep 21, 2016 11:21 pm
by TheSAguy
DUMBHA wrote:Alright quick question. do the wood/steel rails this mod adds get the 100% resistances added in by the natural evolution mods when using both mods? (also using bobs mods as well)
As right now mine don't have any resistances. Which means the aliens keep breaking all my rails :x
You need to add NE Enemies. IT will make rail auto heal on destruction and also large electric poles.

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.5

Posted: Thu Sep 22, 2016 3:44 am
by DUMBHA
Thanks for the reminder. I checked the config and found a disabled option that was the culprit. :roll:

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.5

Posted: Tue Oct 04, 2016 11:19 pm
by Sworn
So, currently looks like there is something wrong with UPS mod and Bio-industries. Maybe if you talk directly with the mod dev, you guys could find the solution..

https://mods.factorio.com/mods/AntiElit ... ssion/3681

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.5

Posted: Sun Oct 09, 2016 9:09 am
by Zarnoo
Great mod.. but WHY have you removed the 0.13 version. I recently upgrade to 0.14, had to reinstall, and can't get the 0.13 mod now (I have 0.14 running on a different machine for testing, but it doesn't have all my mods yet for me to play with properly).

Why remove old versions of the mod ?

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.5

Posted: Mon Oct 10, 2016 3:50 pm
by TheSAguy
Zarnoo wrote:Great mod.. but WHY have you removed the 0.13 version. I recently upgrade to 0.14, had to reinstall, and can't get the 0.13 mod now (I have 0.14 running on a different machine for testing, but it doesn't have all my mods yet for me to play with properly).

Why remove old versions of the mod ?
Zarnoo,
Please see answer below:
TheSAguy wrote:
Kajinama wrote:Is it possible to get a file of version 1.3.3? this is the last one for factorio 0.13.x and it would be appreciated if that was made available for those who are playing on that version.
Open the "info.json" file and change the below two "14" to "13" and it should work in .13

Code: Select all

	"dependencies": ["base >= 0.14", "? bobgreenhouse"],
	"factorio_version": "0.14"
Thanks.

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.5

Posted: Thu Oct 13, 2016 2:05 am
by NeilN
May be a bug in 1.4.5 with the Biofarm and the 150x wood recipe. It never outputs anything after the recipe is done. See screenshot
biofarm.jpg
biofarm.jpg (82.45 KiB) Viewed 8699 times

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.5

Posted: Thu Oct 13, 2016 2:28 am
by TheSAguy
NeilN wrote:May be a bug in 1.4.5 with the Biofarm and the 150x wood recipe. It never outputs anything after the recipe is done. See screenshot
biofarm.jpg
Odd.
What is your wood stack size? Should be 200 or more.
Will check it out.

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.5

Posted: Thu Oct 13, 2016 3:24 am
by NeilN
I get stacks of 100 in my inventory

If it helps, mousing over a stack shows base > Bio_Industries > bobsplates

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.5

Posted: Thu Oct 13, 2016 5:18 pm
by TheSAguy
NeilN wrote:I get stacks of 100 in my inventory

If it helps, mousing over a stack shows base > Bio_Industries > bobsplates
Thanks for the report NeilN. Bob changed the stack size to 100 and the output is 150, so it could not output.
I posted an update to fix this.

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.7

Posted: Fri Oct 14, 2016 4:03 pm
by NeilN
Thanks for the fix. BTW, are solar farms repairable? I accidentally shot one and can't repair it.

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.8

Posted: Sat Nov 05, 2016 6:51 am
by MnHebi
One thing I think this mod misses...is a use for wood in weaponry. Crossbows and arrows? Longer ranged than SMG maybe?

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.8

Posted: Mon Nov 07, 2016 5:09 pm
by GyroByte
Is it possible to disable all game tweaks? I don't like it when mods change base game stuff.

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.8

Posted: Mon Nov 07, 2016 8:07 pm
by tonsrd
gyro the mod comes with a config file u can turn off stuff if u dont want

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.8

Posted: Sat Nov 19, 2016 8:00 pm
by morcup
Do the wood rails have different speed limits than regular rails?

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.8

Posted: Sun Nov 20, 2016 5:46 pm
by TheSAguy
morcup wrote:Do the wood rails have different speed limits than regular rails?
Nope, unfortunately that feature does not exist in Factorio.

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.8

Posted: Thu Mar 23, 2017 2:38 am
by BlooSkies
Are there plans to update that solar farm sprite? The perspective is off or something; it just feels out of place.