Search found 40 matches
- Fri Apr 22, 2022 1:31 am
- Forum: PyMods
- Topic: Anyone else playing with biters?
- Replies: 22
- Views: 10873
Re: Anyone else playing with biters?
I use this mod with Py - it causes evolution to increment on research, not I take no credit for it - I just repackaged it for 1.1 - but it works great. I use it with all the large modpack games because it really sucks to get a few hundred hours in and then realize the balance is wrong. https://mods....
- Thu Apr 21, 2022 3:40 am
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 27766
Re: [MOD 0.18.x] KenirasRandomRecipes
@Kenira, here is the save file that reproduces the issue in https://mods.factorio.com/mod/zKenirasR ... 64f5dc25ed. You'll have to add your mod to it after you sync to this save.
Thanks for taking a look!
Thanks for taking a look!
- Tue Jun 01, 2021 4:34 pm
- Forum: Mods
- Topic: [MOD 0.15-0.17] Research causes evolution
- Replies: 6
- Views: 2741
Re: [MOD 0.15-0.17] Research causes evolution
I posted an updated to this as it seems to work just fine in 1.1 : https://mods.factorio.com/mod/research_ ... grimerxfix
I am happy to take it down if H8UL continues work on it. I've made no logic changes.
I am happy to take it down if H8UL continues work on it. I've made no logic changes.
- Sun Jun 30, 2019 7:26 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 112581
Re: [MOD 0.15] AAI Industry
Correct. But give them timeaelishir wrote: βSun Jun 30, 2019 5:29 pmso, no solution for moment, it's thats?GrimerX wrote: βSun Jun 30, 2019 3:20 amFYI - some compatibility issues between AAI Industry and Bob's new steam era stuff : viewtopic.php?f=51&t=64435&p=439508#p439508
- Sun Jun 30, 2019 3:20 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 112581
Re: [MOD 0.15] AAI Industry
FYI - some compatibility issues between AAI Industry and Bob's new steam era stuff : viewtopic.php?f=51&t=64435&p=439508#p439508
- Sun Jun 30, 2019 3:18 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 191961
Re: [0.17.x] Bob's Mods: General Discussion
FYI some of your technologies conflict with AAI Industries These are the main ones: steam-power and electricity I'm merging these with a modpack but with the name conflicts it's not something I can easily address. The problem is... do I do what I did with Bobplates metal technology, where it checks...
- Sun Jun 30, 2019 12:45 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 191961
Re: [0.17.x] Bob's Mods: General Discussion
FYI some of your technologies conflict with AAI Industries These are the main ones: steam-power and electricity I'm merging these with a modpack but with the name conflicts it's not something I can easily address. The problem is... do I do what I did with Bobplates metal technology, where it checks...
- Sat Jun 29, 2019 7:21 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 191961
Re: [0.17.x] Bob's Mods: General Discussion
FYI some of your technologies conflict with AAI Industries
These are the main ones:
steam-power and electricity
I'm merging these with a modpack but with the name conflicts it's not something I can easily address.
These are the main ones:
steam-power and electricity
I'm merging these with a modpack but with the name conflicts it's not something I can easily address.
- Sat Jun 29, 2019 7:17 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1422108
- Tue Jun 18, 2019 4:36 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 112581
Re: [MOD 0.15] AAI Industry
I believe AAI Industry 0.3.19 broke pipe and pipe-to-ground. After updating to .19, I lost both iron pipe recipes. After reverting to .17, both came back. Same behavior with .20. Though looking through diffs, I cannot see what would cause this. It happens if both APM Coal & Steam and AAI Indust...
- Mon Jun 17, 2019 6:32 am
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 52813
Re: [MOD 0.16.x, 0.17.x] SCTM
Thanks, i will look at it, when i have time. As for tech cost multipliers, iβve never used anything except normal, so it might be like that since i took over mod, so only original author knows, and he is not playing factorio for years Thanks and no worries at all. I figured it best to add another c...
- Sun Jun 16, 2019 6:07 am
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 52813
Re: [MOD 0.16.x, 0.17.x] SCTM
I create a PR (https://github.com/mexmer/ScienceCostTweakerM/pull/32) that does the following: - Adds a 2nd normal configuration called 'NormalNoCheapStart'. It is the same as normal, except red science is not half-cost - Adds an API so that other mods can register technologies for SCT to ignore. I ...
- Wed Jun 12, 2019 2:56 am
- Forum: Modding interface requests
- Topic: Enable scenarios to define mod-specific map settings and still use worldgen
- Replies: 0
- Views: 594
Enable scenarios to define mod-specific map settings and still use worldgen
Following up on this thread: https://forums.factorio.com/viewtopic.php?f=25&t=71890 I'm building a Scenario and modpack and as part of that I find to balance things as I want them I need folks to configure a number of mod-specific map settings. Currently, the only way I see to do this is by eith...
- Tue Jun 11, 2019 4:21 am
- Forum: Modding help
- Topic: Way to configure mod map settings in a scenario?
- Replies: 0
- Views: 669
Way to configure mod map settings in a scenario?
I'm trying to encode some mod settings in a scenario (for example, RSO map generation settings), but found I can't change them via control.lua. Only settings from my own mod. Is there any other way to preconfigure map settings? The goal is to not require folks to input values to get a balanced scena...
- Sun Jun 09, 2019 12:38 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 112581
Re: [MOD 0.15] AAI Industry
I believe AAI Industry 0.3.19 broke pipe and pipe-to-ground. After updating to .19, I lost both iron pipe recipes. After reverting to .17, both came back. Same behavior with .20. Though looking through diffs, I cannot see what would cause this. It happens if both APM Coal & Steam and AAI Indust...
- Fri Jun 07, 2019 3:56 pm
- Forum: Duplicates
- Topic: will not load after 29%
- Replies: 2
- Views: 1109
Re: will not load after 29%
+1, came here to report this. From logs: 110.818 Loading sounds... 110.934 Info PlayerData.cpp:69: Local player-data.json unavailable 110.934 Info PlayerData.cpp:72: Cloud player-data.json available, timestamp 1559883948 111.308 Error Util.cpp:83: Specifying multiple group flags is invalid: "ic...
- Fri Jun 07, 2019 5:23 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 112581
Re: [MOD 0.15] AAI Industry
I believe AAI Industry 0.3.19 broke pipe and pipe-to-ground.
After updating to .19, I lost both iron pipe recipes.
After reverting to .17, both came back.
After updating to .19, I lost both iron pipe recipes.
After reverting to .17, both came back.
- Sun Jun 02, 2019 1:53 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3890
- Views: 1252642
Re: Bugs & FAQ
Do we know when angel's infinite ores is going to be compatible with bob's ore's again? Depending on which issue you are talking about, it may already be fixed: ---- Version: 0.8.5 Date: 31.05.2019 Changes: - adjustments to resource generator in cooperation with bobbbingabout ---- Huh, I have 0.8.6...
- Sat Jun 01, 2019 4:00 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3890
- Views: 1252642
Re: Bugs & FAQ
Depending on which issue you are talking about, it may already be fixed:
----
Version: 0.8.5
Date: 31.05.2019
Changes:
- adjustments to resource generator in cooperation with bobbbingabout
----
- Sat Jun 01, 2019 1:42 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3890
- Views: 1252642
Re: Bugs & FAQ
how do i fix this too? :( Bug.jpg Workaround attached (I just ported AmatorPhasma's fix to .11, credit to him for debugging and fixing). Expand the .zip into your mods folder, remove it when Angel does an official fix. Edit: New plan. Unzip existing mod, replace the attached file in the mod, enjoy ...