Search found 15 matches
- Thu Oct 29, 2015 6:13 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 312599
Re: [0.11.22/0.12.x][v0.12.7] Bob's Logistics mod
There are no express smart inserters. There has been some talk about me adding them though. And the pipes information is correct, however the copper/bronze/brass pipes cause an "unstable simulation" with their reduced capacity (fluids bounce from one end of the pipe to the other at high s...
- Thu Oct 29, 2015 3:08 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Power mod
- Replies: 102
- Views: 129331
Re: [0.11.x][v0.1.6] Bob's Power mod
[quote="bobingabout"]snip.. Important information would be Boiler:Steam engine ratios. Also how many boilers:engines from a single water pump for maximum efficiency. MK1 Steam engine: MK1 boiler: 4:3, 12 boilers, 9 engines. (the 10th would require a total of 14 boilers) MK2 boiler: 1:1, 1...
- Thu Oct 29, 2015 3:03 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 312599
Re: [0.11.22/0.12.x][v0.12.7] Bob's Logistics mod
Hey bob, I gotta say I've been having a lot of fun with all of your mods!. However, I've been wondering if it would be possible to add express smart inserters, since when needing to filter for certain items (towards the "end game" per-se), I find that smart inserters simply slow down thing...
- Wed Oct 28, 2015 1:24 pm
- Forum: Releases
- Topic: Version 0.12.15
- Replies: 21
- Views: 35501
Re: Version 0.12.15
I hate to be the first to ask this.. But is this functional? Or are we going to be sorry if we update? Im content with .12.10 for now.. And yes i understand sometimes these thing happen.. Not complaining... Just like to know what im getting before i do anything that would cost me all the hour ive p...
- Sun Oct 25, 2015 10:00 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 227107
Re: [MOD 0.12.x] Autofill
I think 1.3.9 is updated to 0.12.12. So it changed from using of game. to script. so either you have to use an older version of Autofill or update to at least 0.12.12. I'm currently using it and it's working perfectly.Skellitor301 wrote:snip
- Sun Oct 25, 2015 9:56 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 203415
Re: [MOD 0.12.11+] Advanced Logistics System 0.2.8
Still crashing for me I'm on 0.12.12.PiggyWhiskey wrote:I did an update for Factorio 0.12.12 or higher.
Sorry if I'm stepping on your toes Outsider
It's also on github for you. Not sure if I did that right though.
- Fri Oct 23, 2015 10:56 pm
- Forum: Resolved Problems and Bugs
- Topic: Graphical Bug (worked fine in the past)
- Replies: 6
- Views: 7556
Re: Graphical Bug (worked fine in the past)
This same weird bug happened to me early too, seemed weird since it was right after the 0.12.13 update which didn't mention any changes to graphical stuff I think. So after checking that post you linked, it solved it for me. I think the problem was openGL, however since I changed all of the settings...
- Thu Oct 22, 2015 10:15 am
- Forum: Bob's mods
- Topic: [0.13.x][0.13.3] Bob's Tweaks mod
- Replies: 39
- Views: 50962
Re: [0.12.x][0.12.0] Bob's Tweaks mod
Fantastic tweaks Athmagor, I really like how things are organized, and vanilla items consolidated in the tabs that would make sense for them to be with Bob's mods items (like iron gears with the other gears!). As eidalac pointed out it had an issue with 0.12.6 version of Bob's power but I just match...
- Thu Oct 22, 2015 9:54 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.12] [kovarex] Save and Autosave crash
- Replies: 12
- Views: 11662
Re: [0.12.12] [kovarex] Save and Autosave crash
Ok, so I found out that this code is enough: /c global.table = {} /c global.table["hello"] = global.table Once this is saved, it can't be loaded. I will take a look. Thanks for the help, the issue is now fixed, and the above structure is working properly and loadable in 0.12.13 That's awe...
- Wed Oct 21, 2015 3:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.12] [kovarex] Save and Autosave crash
- Replies: 12
- Views: 11662
Re: [0.12.12] Save and Autosave crash
... Hey, thanks for answering!. As far as I've read on Natural Evolution's board, it should be working as I understand. As of right now, all of NE's mods and Autofill, Autotrash (0.0.52 fixed it already though), BigWoodenPowerpole, Command Control, Cyberchest, F-Item Destroyer, FastFilterFill, Forc...
- Wed Oct 21, 2015 6:35 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.12] [kovarex] Save and Autosave crash
- Replies: 12
- Views: 11662
[0.12.12] [kovarex] Save and Autosave crash
Hi, I've been having this bug for about an hour and I can't really find an indication as to what exactly is going on. What happens: Game crashes when trying to load a save after I die on the current game. (Not trying to load the same save, using alternative autosave and personal backup save). How t...
- Mon Oct 19, 2015 10:30 am
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 84945
Re: [MOD 0.12.11]AutoTrash 0.0.5
Hey, fantastic mod! Though I wanted to report that when clicking on the gui button for the trash it prints: AutoTrash /gui.lua:103: "for" limit must be a number.
I'm on 0.0.5 and Factorio 0.12.11 for reference if that may have anything to do.
I'm on 0.0.5 and Factorio 0.12.11 for reference if that may have anything to do.
- Mon Oct 19, 2015 8:30 am
- Forum: Mods
- Topic: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
- Replies: 32
- Views: 42635
Re: [MOD 0.12.5] PersonalRoboportFix (0.3.0)
Hey it seems that the mod is broken in 0.12.11, from what I understand just have to change game. to script. however that didn't fully fixed it since it keeps calling an error in line 15 with the on_load event calling game.players That's as far as I got, don't really know what to do past that so I'll...
- Mon Oct 19, 2015 6:40 am
- Forum: Resource Spawner Overhaul
- Topic: Bug reports
- Replies: 125
- Views: 51392
Re: Bug reports
[spoiler=Image] http://i.imgur.com/tHOluKc.jpg [/spoiler] I'm getting this with the latest 1.4.4 version for 0.12.11 Factorio. As far as my understanding of lua goes (very basic) it seems to be something in the control.lua. Probably some other thing, honestly not sure what's going on there :D. Anyw...
- Mon Oct 19, 2015 6:16 am
- Forum: Mods
- Topic: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
- Replies: 29
- Views: 35159
Re: [Mod Compilation 0.12.11+]Unofficially updated mods
Getting errors with the modified mods: Test-mode: crash at startup (error in assignID,entity name 'marker: does not exist) Yarm: lots of unknown key in the list. not usable Hey I've been tinkering a little bit with the mods I use and was getting that same Test-Mode error. If you check the prototype...