I can't seem to get the seeder to work.
It's powered and I have rigged it as shown in this screenshot.
Does it need certain ingredients to make it work?
![Image](https://forums.factorio.com/images/ext/cb82019c623148425e565b1bd94c1375.jpg)
Bushdoctor wrote:Good day!
I can't seem to get the seeder to work.
It's powered and I have rigged it as shown in this screenshot.
Does it need certain ingredients to make it work?
Works fine for me in MP.Chaos234 wrote:Hi,
I used your mod for a MP headless server but after placing my portal the server begins to lag instantly and also it will not showing any information about population and so far.
Setting a secondary portal from another MP-Player don't change anything.
But I also saw any hint that this mod is not MP compatible so if no mod has this highly recommanded hint I think - as the mod user - it is MP able and prooved but it seems to be not of them.
So please let me know if it's MP able and prooved or if there is a config option which must I set - and rezip it - that it works on MP server.
Edit:
I forgott the following:
Version: 0.12.29
Mods: 5 dim's Mods (all), GDIW, Crafted Artifacts, EMP Biters, Swarm, Bob's Ores/Metals/Chemicals and Intermediates, Warehousing Mod, WaiTex, Uranium Power, UpGrade, Unstable ground, SupremeWarfare, Specialized Oil Refineries, SmartSplitters, Robot Mining Site, Robotic Combinators, Red Assembling Machine, Red Alerts, Powered Entities, Orbital Ion Cannon, No Hand Crafting, More Bots, LogisticsSigns, Logistics Railway, KS Power, K6L Inserters, Homeworld, Hard crafting, Farmtorio, Evolution Factorio Indicator, Electricity_XyLe (with 0.12.x fix), Electric Furnaces, Double Furnace, Crafting Equipment, Compression Chests, Bob's Functions Library mod, Big Bags, Alien Eggs, Aircraft, Advanced Logistics System and the Base Mod (smile)
That did the trick!Stray_Pyramid wrote:@Bushdoctor Putting a stack of 2+ treemodules into the left slot should not crash the game.
I'll have a look into this and see if I can get this fixed.Stray_Pyramid wrote:@Bushdoctor Putting a stack of 2+ treemodules into the left slot should not crash the game.
Sorry, that's fixed now, re-download from link above.quinapalus wrote:I get the error: "Error while running the event handler: __homeworld__/homeworld_logic.lua:315: attempt to index field 'using_pda' (a nil value)" whenever I try to start a new random game (default settings) with the new version of this mod. Please help!
Can't confirm that problem because I don't have far away water sources, but it sounds like that needs some investigation.alexgor wrote:does enyone observe some strange behavior of fishery ?
when i set bunch of fisheries far away from my base ( avoiding high pollution) - they dont catch any fish when i far away from them
when i come and start running near it, fisheries start to catch fishes and all things go normal
and when i ride away on my train - fisheries stop to work (
Hmmm. But they do start to produce fish when you're close to them,alexgor wrote:yeld=100%
water purity = 100%
about 30 fisheries, not close to each other
no fish (