Search found 8 matches
- Wed Aug 09, 2017 10:08 pm
- Forum: Modding help
- Topic: How to interpret the "fuel_value" property?
- Replies: 4
- Views: 1802
Re: How to interpret the "fuel_value" property?
I understand your time problem, I can help with some parts of the developpement if you have some specifications lying around :) I found my solution in the end, it wasn't a prototype problem, the logic was already working, but the fuel I was trying to insert was the omnite ore (with a 3MJ value) from...
- Wed Aug 09, 2017 8:23 pm
- Forum: Modding help
- Topic: How to interpret the "fuel_value" property?
- Replies: 4
- Views: 1802
How to interpret the "fuel_value" property?
Hello, I am currently working on a fix for Autofill to include modded items in its fuel detection and insertion logic, but I have hit a fairly major roadblock. I can retrieve all the item prototypes with a fuel value (coal, wood, wooden chest, crushed coal from Angel's addons, etc.) and the value is...
- Tue Mar 28, 2017 11:33 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 320375
Re: [Mod 0.14] Logistic Train Network 0.9.11
I already posted a report in the game "Bug Report" forum since I thought it was an issue with the game LUA engine, but RSeding replied that it was normal behavior, and up to the mod author to correct the behavior. Here is the report : [0.14.22] Variable conflicts when loading different mod...
- Tue Mar 28, 2017 10:24 am
- Forum: Not a bug
- Topic: [0.14.22] Variable conflicts when loading different mods
- Replies: 6
- Views: 3457
Re: [0.14.22] Variable conflicts when loading different mods
Thanks for the reply.
It makes sense that mods could alter other mods, without having to import all the code in their own definition.
I'll go write bug reports on those mods threads then, so I can play without having to correct this every update.
It makes sense that mods could alter other mods, without having to import all the code in their own definition.
I'll go write bug reports on those mods threads then, so I can play without having to correct this every update.
- Tue Mar 28, 2017 9:50 am
- Forum: Not a bug
- Topic: [0.14.22] Variable conflicts when loading different mods
- Replies: 6
- Views: 3457
[0.14.22] Variable conflicts when loading different mods
I tried loading 2 differents mods which use an internal lua variable with the same name, and there is a conflict during the game initial loading, the second mod uses the variable from the first mod to load its resources. In my case, I am currently using the Logistic Train Network mod and the WaiTEX ...
- Fri Oct 14, 2016 3:42 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1406164
Re: Bugs & FAQ
HI, I updated Refining and Petrochem to their last version (0.4.0 and 0.2.0 respectively) but the new water-waste purification recipes (Nitric waste and Hydrochloric Waste) don't show up, either in my recipes list or on the Purifier building. I tried /c game.player.force.reset_recipes() and /c game....
- Sat Oct 08, 2016 4:20 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1406164
Re: Bugs & FAQ
you need to take in account whole process. mind solid fuel from light oil (or heavy oil) is just 2 steps, 1 is oil procesing (in oil refinery), and 2nd is solid fuel processing (in chemical plant), and that's all. also depending on whether you use oil procesing or advanced procesing, there is diffe...
- Sat Oct 08, 2016 3:13 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1406164
Re: Bugs & FAQ
Hey, I noticed something concerning the different Solid Fuel recipes : the vanilla one is converted to use 2 Fuel Oil -> 1 Solid Fuel cube, but the one added in Petrochem use a lot more ingredients ( 10 Fuel Oil + 3 Coke) for the same result. Should there be a different result for the upgraded one, ...