Search found 13 matches

by jokru
Mon Nov 02, 2020 3:45 pm
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 88893

Re: [MOD 0.16] MadClown01's Processing

Hey! The mod seems to include the recipe for generating gardens from sand and water etc. but there is no place to craft those recipes, am I the only one with this issue? Perhaps one of my other mods messes this up. I couldn't find a setting to enable it either. I believe the problem is that the mac...
by jokru
Mon Nov 02, 2020 12:40 am
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 88893

Re: [MOD 0.16] MadClown01's Processing

Hey!
The mod seems to include the recipe for generating gardens from sand and water etc. but there is no place to craft those recipes, am I the only one with this issue? Perhaps one of my other mods messes this up.
I couldn't find a setting to enable it either.
by jokru
Wed Sep 19, 2018 3:38 pm
Forum: Ideas and Requests For Mods
Topic: Artillery wagon max speed
Replies: 5
Views: 2339

Re: Artillery wagon max speed

You'd need to make a mod. a mod needs 2 things. Firstly though, you need to make a folder in your mod directory with the following format. name_#.#.# name would be the name of your mod, capitals and spaces etc are important to note ,because the code is case sensative. #.#.# would be 3 numbers seper...
by jokru
Fri Aug 31, 2018 6:09 pm
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 50181

Re: [MOD 0.16] Vehicle Wagon 1.2.5

Is it intentional that the wagon cannot exceed speeds of about 372,6 km/h with nuclear fuel? It's really annoying to have to go almost half as slow as I could because I want my vehicle(s) with me :( Vehicle wagons should have exactly the same speed properties as vanilla cargo wagons, since the code...
by jokru
Fri Aug 31, 2018 6:07 pm
Forum: Ideas and Requests For Mods
Topic: Artillery wagon max speed
Replies: 5
Views: 2339

Re: Artillery wagon max speed

Yeah, you could modify the max speed on the cargo, fluid or artillery wagon just the same way you edit it on the locomotive. My mod adds 4 new locomotives, and 4 of each type of wagon to match (but only 2 new artillery wagons) Okay well uhhhh how would I go about modifying it? I can't just edit the...
by jokru
Sun Aug 26, 2018 1:49 pm
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 50181

Re: [MOD 0.16] Vehicle Wagon 1.2.5

Is it intentional that the wagon cannot exceed speeds of about 372,6 km/h with nuclear fuel?
It's really annoying to have to go almost half as slow as I could because I want my vehicle(s) with me :(
by jokru
Sun Aug 26, 2018 1:44 pm
Forum: Ideas and Requests For Mods
Topic: Artillery wagon max speed
Replies: 5
Views: 2339

Artillery wagon max speed

Currently the artillery wagons max speed seems to be 372,6 km/h (that with nuclear fuel), if I have a modded train that could go up to 756 km/h and attach a single artillery wagon the speed drops to 372,6 km/h. Vanilla wagons also have this "limitation" This may be an issue of balance, but...
by jokru
Fri Aug 24, 2018 7:45 pm
Forum: Mods
Topic: [MOD 0.16.x] Factorio Extended Plus
Replies: 52
Views: 70614

Re: [MOD 0.16.x] Factorio Extended Plus

Could you look at whether it's possible to either edit the existing artillery wagon (and the mod vehicle wagon if that's legal) or then maybe make mk2 versions of said items, as they only seem to support going up to 372,6 km/h, when without them the (mk3) train goes ~500 km/h. This is a really big f...
by jokru
Mon Aug 06, 2018 5:37 pm
Forum: Mods
Topic: [MOD 0.16.x] Factorio Extended Plus
Replies: 52
Views: 70614

Re: [MOD 0.16.x] Factorio Extended Plus

Are your mods fixes for the factorio extended series? Or replacements? Do I install your mods on top of factorio extended? Do they add any new content to factorio extended? Will they fix these issues in factorio extended: 1) low quality sprites being broken 2) trains (mk2 and mk3) being invisible on...
by jokru
Tue May 15, 2018 7:51 pm
Forum: Mods
Topic: [MOD 0.13] Black Market (sell and buy on the market)
Replies: 387
Views: 205209

Re: [MOD 0.13] Black Market (sell and buy on the market)

I have now tested it for about 10+ hours (with mod installed and enabled) and it works just fine. Buying and selling things works fine, manually and automatically.
by jokru
Tue May 15, 2018 5:59 pm
Forum: Mods
Topic: [MOD 0.17.x] BeltSorter 0.6.3
Replies: 82
Views: 52290

Re: [MOD 0.16.x] BeltSorter 0.5.4

It changed with 0.16.40 I guess. "Fixed that LuaPlayer::opened wouldn't return the opened equipment grid. " I was able to fix it locally by changing on libs/control/gui.lua, L125 if openGui == nil and openEntity ~= nil then playerOpenGui(player,playerData,openEntity) end to if openGui == ...
by jokru
Sun May 13, 2018 11:36 pm
Forum: Mods
Topic: [MOD 0.13] Black Market (sell and buy on the market)
Replies: 387
Views: 205209

Re: [MOD 0.13] Black Market (sell and buy on the market)

hi guys, if one of you wants to post a working version here, i'll be glad to update it on the portal, so that it profits to other persons. Here 's a download link to a (seemingly) working file. Can't test it right now, all credit for the fix goes to CakeDog ; this is just his fix in a (seemingly) w...
by jokru
Sun May 13, 2018 10:40 pm
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 163153

Re: [MOD 0.16.x]Factorio Extended 0.3.1

Hello! I have just now downloaded your mods and have noticed the same issue many people before me have, it seems to have something to do with alot of your lower resolution texture files across mods being named inappropriately or being outright broken. Please fix this issue as your mods seem great, b...

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